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jack1974

However, on the map section of her quest, there are four orange arrows. Presumably, you'd check one location, then another, then another, until that fifth arrow shows up. But, once I check an arrow, the arrow stays on the map, so I can keep checking the same spot. I'm not sure if this is intentional, since I think I had to go through four battles to spawn the fifth arrow, but that might be a random number? (Similar deal with Vaelis' "capture a polar bear" quest in Act 1.)

Yes the arrows stay because you need to do a certain number of fight before the new one appears :)
EDIT: I went to do the "War or Peace" quest with 2 days to next plot event on the counter, day 28 Solaria. I came back from the quest with the counter showing -3 days to the next event, day 33 Solaria- Not only that, but Rowinda's house is gone. Yes, the whole house, plus the green arrow and the heart,all gone. :shock:

Haha interesting, will check it out :)
Troyen
The Shady Oasis tavern (Act 2) has no environmental effect. Think it's the only place I haven't seen one. Even the fortune shop place had one.
jack1974
Yes probably should be "Hot" like in most places in Dingirra :)
Troyen
Any progress on the music bug? I think it's something specifically related to the song that plays after you win a battle, because afterwards nothing plays unless I go visit a tavern to get tavern music. Maybe the condition to stop playing that song is actually stopping all songs?
jack1974
Well is not required to always have a music playing in the map, so I don't think is a bug :) also because the music would be interrupted again when you enter a new place or trigger a new scene.
Troyen
Yeah, but it sucks on those back-to-back battles when the battle music doesn't play. (Like the skeleton waves, battles 1 and 3 have music, but not 2 and 4.) Especially long battles with no music.
jack1974
Well it must be a mac-specific bug then since I have the music in all fights :shock: I asked Ren'Py coder showing my music code and he said was OK, so will report it as bug then (but is an engine bug, since my code works fine on Windows).
fabulaparva
If Insanity is inflicted on Hunter/Thief, then she/he does 0 dmg when throwing Manticore poison and there's no DoT-effect inflicted on the enemy, either. Regular bombs do the same dmg as always.



EDIT: Same thing seems to be happening with the other aggressive potions as well, eg potion of confusion, paralysis, weakness... 0 dmg and no status effect. Only bombs work.
jack1974
Yes because bombs use fixed damage. Will change it so that even the others will work :)
fabulaparva
Oh right, forgot to mention earlier that when


during Nutty Nutt-quest the dwarf mercenary hits rage, he yells "yaaarrrgh" with Krimm's voice.


Krimm wasn't even in that fight. :P Not 100% sure if there were other "borrowed voices" used there. (I had the volume low, Krimm's loud enough :P)



Also, how is that "wrong island" supposed to work?


I got there to help Riley and Shea in 3/4 directions. I tested one of those battles to the end and no one else ever came. Only in the direction where Rowinda and Althea drop into the sinkhole the others join as time progresses.

jack1974
Thanks will check those too.
Taleweaver
Yes, the whole house, plus the green arrow and the heart,all gone. :shock:

Ugh, did Rowinda move away again?
fabulaparva
She seems to also take her house with her at the very end of the Act 3 once you've used your last resting option and are ready to go. <.<





Anyway, at which point is the Alone-achievement supposed to trigger? Can romances still be unlocked during Act4? I got to the end of Act 3 with 13 quests done :D:D:D and Althea & Riley having discussed pool sizes, but the Alone ending didn't trigger yet.
jack1974
The alone triggers at the end of the story :)

In act4 you get an extra CG and a different epilogue based on the romance and some choices, but you can't do any more romance talk like in this act.



You see the house gone because I used an overlay tile to make her house bigger but when the talk condition is gone, the tile disappears too :) will find an alternative solution!
fabulaparva
Would you prefer full battle difficulty feedback here or in a separate thread like there was for Act 2?
jack1974
Okay we have a problem :lol:

I just found out testing early ACT4 battles that I had put a limit for the non-boss characters, so that the speed was never higher than 50 points of the party average, to prevent enemies being too powerful. That limit was there since the early autolevel system... :oops:

I am thinking to remove it, because for example using fabula save, Jariel will ALWAYS act first than the enemies (since his speed is so higher compared to the party average). In EVERY battle, except bosses. So, I just do the Lullaby song to slow them down even more and voilĂ ... easy battles even in Nightmare. Now I understand why the battles in act3 were so easy!

I am thinking to remove it only from act3-4, since I don't want to mess the first two acts. I think because of the lower levels it would have less impact too. So will remove this limit only starting from act3 in next update (and the future act4).



It will change the battles quite a lot, though from some tests I've done, shouldn't be impossible to win in Nightmare in any case... :)
jack1974
Made the new update with the speed fix. To be honest most battles are identical - since enemies didn't pass the "magical 150 speed" limit :lol: but in some battles enemies now have their supposed speed! I was carefully tweaking speed in the past, but I never noticed that any of my changes were actually implemented in the battle :oops: so some enemies that were supposed to be fast, were still slower than most party members :mrgreen:



Maybe wait after replaying this version before giving battle feedback, and yes another thread is better :) thanks
fabulaparva
I retested the


dwarf fights on the "wrong island" during the Nutty Nutt.quest

in v.0.8.36 and they still seem odd.


In North, West, South:


Althea and Rowinda hear the cry for help from Riley and Shea. You go into the fight with those 4 characters and then suddenly, you get the the dialogue of Riley and Shea coming to help you? But they are already there! Then a bit later, you get a dialogue of Krimm and Vaelis arriving, but when it moves you to the fight setup screen again, you have the whole crew there (you can put Jariel and Chalassa into the party now as well)




In East:

you start the fight with Rowind and Althea only, then you get the Riley and Shea joining in as it should go (?) and then Krimm and Vaelis, but after that point you already have all 8 fighters on your setup screen.



In other words: 1)There's never any dialogue of Jariel and Chalassa arriving, no matter what the direction, but you can fight with them in the end and 2) Riley and Shea always arrive in the dialogue screens, even when they are there already at the start of the fight.



Plus:


Now I heard the dwarven mercenary yell "yaarrrrgh!" in Krimm's voice while doing "wreak havoc" attack. :P





EDIT: Forgot to mention that the regular bombs are the only offensive throwables that I can't use now while paralyzed. I can still use manticore poison and the offensive potions such as potion of paralysis, confusion....
jack1974
Damn dwarf fight lol, will retest it again!

EDIT: Forgot to mention that the regular bombs are the only offensive throwables that I can't use now while paralyzed. I can still use manticore poison and the offensive potions such as potion of paralysis, confusion....

Yes I was unsure if to limit everything, but probably makes sense. I thought the bombs were the most powerful ones ?
Troyen
This abrupt edge looks kinda off. Could cheat and use some of the other cliff faces from the island.




https://dl.dropboxusercontent.com/u/4071729/Cliff.png" style="max-width:100%">



Also, I think this arrow is supposed to be above the volcano, not in the crater?




https://dl.dropboxusercontent.com/u/4071729/Volcano.png" style="max-width:100%">



Shop bug. When I select an item in the party inventory, the green checkmarks on who can equip it don't update - they still show based on the last item selected in the shop. This is confusing when I buy gear for one of my characters, then want to see if their old gear can be used by someone else. I go to have them equip it but it doesn't show up. (Plus, I don't think it has the red background in their inventory like shop items do.)