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jack1974
Uploaded the new build if people want to test the new rewards. I've only made unique items for the giant spider. I don't want to add too many now since is just act 1, but even the bandits quest will give a Fine item (randomized). By randomized I mean I pick the item type (Bandana, Sword, etc) and it randomizes the stats, so I can still choose the base item.

I've fixed Mongoosechan typos/grammar but after I had already uploaded the version :oops:
renke_
[sing]Twinkle twinkle little <item of choice>[/sing] - love it :)



though I'm a little bit underwhelmed by the sword - worse than the start equipment of ranger and Vaelis (no idea about the values of the two hunter swords - could be a great reward with this class)



Oh, btw: Found a blocker - it is not possible to mulit-select the items with Ctrl+<click> :P
jack1974
The sword can be used by thief too though, so depends (also if you dual wield can be useful). Anyway, I didn't want to put epic weapon in act 1 :) but at least the system now works and I can use it for next quests.
yayswords
Is the poison fix in here too?



Hoyea it is, suck it you eightlegged freaks.



All the stats of armor items aren't shown on screen when trying to buy them. Armor can provide paralysis resistance for example but that row isn't displayed... in the healer shop at least.



Also you said you removed SP/HP regen from non-rare armor. What then is my "Regular Hat of Regeneration" supposed to do? Did it random the attribute but not get it? It has only defense and magic.
jack1974
Hmm stats armor not showing same stats on the healer shop is indeed weird, I don't remember if is intended or not, need to check.

And yes, for the HP/SP regen I just remove them at end of creation but probably should prevent such names too :P
yayswords
But it doesn't affect the price right? I'm not paying extra for regen I won't get?



Actually now the healer shop armor shows all stats... didn't earlier o.o
Troyen
I've fixed Mongoosechan typos/grammar but after I had already uploaded the version :oops:

While you're at it:



Character Creation Skill Screen: If you're new to the game, consider learning a healing skill (spell is redundant and the screen and grid are both called skills) since [color=#BF0000]they[/color] are very useful in the early battles.



Disarm - Vaelis: (if enemy not boss) -> (if not boss) to be consistent with all the other skills.



Is it just me or would "ladies and gentlemen" sound better than "ladies and sirs" on the opening arena scene? Something about "ladies and sirs" just sounds a little odd, but it could be the in-game culture.



I think damage should be weighted slightly more than other stats when determining if an item should show up "green" - at least for non-caster items. A crossbow that is -3 damage, +1 attack, +1 magic, +2 speed shows up as green for me but I don't quite think that's an upgrade. Maybe damage counts as 1.5-2x the value of attack, magic, etc? (Has yayswords mathed out exactly how much benefit each stat provides relative to the others for each class yet?)



It's not obvious when I level up anymore. I just clicked through it on a random battle because I was looking at the pelts and didn't notice I had even leveled until the twins showed up with full SP. I thought it was a bug so I went to replay and I almost didn't notice again. Can there be a sound, a mid-screen banner, a flashy animation, or something to draw attention to a new level?



Also, I crashed on a trap battle when my hunter (hidden in shadows) went to bandage:


I'm sorry, but an uncaught exception occurred.



While running game code:

File "game/plot/map.rpy", line 702, in script call

File "game/plot/map.rpy", line 784, in script call

File "game/script.rpy", line 2096, in script

File "game/script.rpy", line 2101, in <module>

File "game/RPG Framework/enviroment.rpy", line 730, in execute

File "game/RPG Framework/skills.rpy", line 808, in execute

File "game/RPG Framework/skills.rpy", line 818, in heal

File "game/RPG Framework/skills.rpy", line 1427, in specialEffect

TypeError: 'bool' object is not iterable



-- Full Traceback ------------------------------------------------------------



Full traceback:

File "game/plot/map.rpy", line 702, in script call

File "game/plot/map.rpy", line 784, in script call

File "game/script.rpy", line 2096, in script

File "/Users/<me>/Downloads/SOTW-0.8.7-all/renpy/ast.py", line 756, in execute

renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)

File "/Users/<me>/Downloads/SOTW-0.8.7-all/renpy/python.py", line 1382, in py_exec_bytecode

exec bytecode in globals, locals

File "game/script.rpy", line 2101, in <module>

File "game/RPG Framework/enviroment.rpy", line 730, in execute

File "game/RPG Framework/skills.rpy", line 808, in execute

File "game/RPG Framework/skills.rpy", line 818, in heal

File "game/RPG Framework/skills.rpy", line 1427, in specialEffect

TypeError: 'bool' object is not iterable



Darwin-13.1.0-x86_64-i386-64bit

Ren'Py 6.17.5.492

Seasons Of The Wolf 0.8.7

jack1974
Thanks, fixed the bandage bug already and the typos.

As for the stats yes I think for weapons damage should get a multiplier and for armors defense should get it too :)
jack1974
https://pbs.twimg.com/media/BnqMM2HCAAA0dMb.jpg" style="max-width:100%">

here it is: the weapon on top is NOT considered better (even if the total sum is higher) because has -4 damage. The one at the bottom yes. I think now is more acceptable, isn't meant to be foolproof. In Loren there wasn't such indicator! Lazy adventurers :mrgreen:
jack1974
Missed this:

It's not obvious when I level up anymore. I just clicked through it on a random battle because I was looking at the pelts and didn't notice I had even leveled until the twins showed up with full SP. I thought it was a bug so I went to replay and I almost didn't notice again. Can there be a sound, a mid-screen banner, a flashy animation, or something to draw attention to a new level?

on the postbattle screen the characters should have "assign attributes" text and should be flashing green, I thought that was enough? :o
yayswords
It's enough for me! I try to plan my level ups so I get them when I could really use the full heal so they don't tend to come as a surprise anyway :P
Troyen
Missed this:

It's not obvious when I level up anymore. I just clicked through it on a random battle because I was looking at the pelts and didn't notice I had even leveled until the twins showed up with full SP. I thought it was a bug so I went to replay and I almost didn't notice again. Can there be a sound, a mid-screen banner, a flashy animation, or something to draw attention to a new level?

on the postbattle screen the characters should have "assign attributes" text and should be flashing green, I thought that was enough? :o

It used to be enough. In some places it's okay, like after completing a quest it's really obvious. After a random battle though, it's not as noticeable with all the loot you receive, especially if your previous battles didn't result in a level up.
jack1974
I see, for now I updated the game to fix the recent issues, will think about what else I could do.
yayswords
A sound!



Hey I sold Xsabor :( and now you buff it you bastard.
jack1974
You'll find better stuff in Act 2 anyway :)

Yes will look for a sound to add.
renke_
A fanfare would be fitting.
jack1974
Windows 3.1 fanfare :lol:

OK jokes apart will try to find a good sound (or ask musician to do one!).
renke_
haha! and all the kids here wouldn't even recognize it [and now get off my lawn] :D
Mongoosechan
If you enter the tavern without Vaelis in your party, there's still a conversation with him about jobs. Not sure if that's meant to happen or not.



In the tent encampment, Vaelis begins the conversation saying he wants to look around more, then after explaining about the Dingirrans, he says he's going to leave now. Maybe some interjections during the conversation about what they're seeing to make it seem like they're looking around, or a different reason. It seems a bit inconsistent the way it is now.



When talking about the bear plan, I think the twin should say "tell me again why we agreed to this?', rather than 'Why again did we agree to this?". Or, to minimise changes, "Why, again, did we agree to this?

It also seems the twin talking about catching the bear should say "Well, that went exceptionally well, didn't it?", rather than "That went exceptionally fine
Troyen
Quick question: the mac version is not 32-bit compatible, is it? (On Intel, not PowerPC)



Had a friend try to play on an older computer and we noticed this with some of your other games too. Everything marked 10.6+ doesn't launch (fails with "Bad CPU type in executable"), but the stuff marked 10.4+ does (Magic Stones). Also checked that Hanako's games (which are all marked 10.4+) do launch.



Anyway, it's probably a very tiny market (given you have to have an eight year old computer), but thought I would confirm my suspicions.