SOTW 0.8.24.18 - Second Act Beta!
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: SOTW 0.8.23 - Second Act Beta!
finally my f5 key can rest
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.23 - Second Act Beta!
So was you that was slowing down my server!! 
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: SOTW 0.8.23 - Second Act Beta!
You didn't document the map arrow change 
The Ninim forge has a blue arrow
The Ninim forge has a blue arrow
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.23 - Second Act Beta!
Ah yes forgot that, right now all change-zone spots near the borders are automatically displayed as blue, need to do a better check for locations nearby the borders which should still be green.
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renke_
- Elder Druid
- Posts: 580
- Joined: Sat Feb 22, 2014 1:26 pm
Re: SOTW 0.8.23 - Second Act Beta!
the goblin fight in Act 1 has the red battle and the blue exit arrow stacked - I think before the change only the red one appeared
- jack1974
- Pack leader
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- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.23 - Second Act Beta!
Ah yes lol because they were same size. Was a bit lazy 
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nightshadengale
- Young scout
- Posts: 44
- Joined: Tue May 07, 2013 3:14 am
Re: SOTW 0.8.22.3 - Second Act Beta!
The new transition arrows looks really nice!
Is it intentional that you can't backtrack though dungeon maps to leave and heal? It's fine (if occasionally annoying) as a gameplay mechanic, but it doesn't really make sense for some of them.
(Also, speaking of dungeons, Jack, did you see this post I made a few days ago? Probably should have put something in it besides the spoiler button... At any rate I still find this really jarring.)
Is it intentional that you can't backtrack though dungeon maps to leave and heal? It's fine (if occasionally annoying) as a gameplay mechanic, but it doesn't really make sense for some of them.
(Also, speaking of dungeons, Jack, did you see this post I made a few days ago? Probably should have put something in it besides the spoiler button... At any rate I still find this really jarring.)
nightshadengale wrote:Spoiler:
- jack1974
- Pack leader
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- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.23 - Second Act Beta!
Yes I made the dungeons that way on purpose, to give some sense of danger. Otherwise if you could just backtrack and leave... don't know, would feel a bit weird to me 
As for the post yes saw it, but don't want to replace the lizardmen since I think is a cool idea. They're forced to go well... they didn't know that there were lizardmen, remember Riley though would be just a matter of squeezing in the small tunnels and entering the bathhouse without problems, undisturbed. As usual his ideas aren't that good
As for the post yes saw it, but don't want to replace the lizardmen since I think is a cool idea. They're forced to go well... they didn't know that there were lizardmen, remember Riley though would be just a matter of squeezing in the small tunnels and entering the bathhouse without problems, undisturbed. As usual his ideas aren't that good
- fabulaparva
- Elder Druid
- Posts: 761
- Joined: Sun May 04, 2014 9:58 pm
Re: SOTW 0.8.23 - Second Act Beta!
^... and my brain just kersploded due to all the possible double entendres...
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: SOTW 0.8.23 - Second Act Beta!
My flowchart is "they give loot and/or xp" -> "WHELP, I GUESS WE HAVE NO CHOICE BUT TO SLAUGHTER THEM ALL."
I don't mind the party agreeing with me!
I don't mind the party agreeing with me!
If at first try it doesn't explode, it ain't Jack who wrote the code.
