jack1974
May 17, 2014
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.
Ah no, will change that ! I should also change it so that even the "other" sibling couldn't be present (since he/she can be captured at one point of the story).
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.
Will check, in the original story there were supposed to be several dingirran shops to visit. I guess I can automatically load the Dingirran vendor though to simulate the fact that player is looking around the wares.
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
Yes will check those texts since your suggestions seems better
Quick question: the mac version is not 32-bit compatible, is it? (On Intel, not PowerPC)
No sadly, when Ren'Py got a big update 1-2 years ago the coder decided to remove 32-bit support because of some issues with the libraries. So I can't fix this problem for newer games. Older games of mine like Magic Stones works because is coded in C++ or Hanako's because they're using a custom build of Ren'Py. But yes, even looking at the official stats, basically nobody uses such mac systems anymore.
renke_
May 18, 2014
quick 0.8.7f playthrough - no new bugs I noticed

jack1974
May 18, 2014
Thanks

next week will be able to focus on Act2 only

yayswords
May 18, 2014
I like the change to the physical resistances, assuming it only does that and doesn't also reduce chance to be affected in the first place. Does it?
Reducing paralysis to 1 turn is like reducing it to 0 btw
Also don't stealth update! I look for new posts, not changes to thread names :D
jack1974
May 18, 2014
Haha sorry was a small change

No it reduces only the duration, not the chances. Though probably you're right about paralysis... maybe I should leave the minimum turns to 2... ?
yayswords
May 18, 2014
Weakening and paralysis won't bother you at all with a 1 turn duration, slow presumably will, fear/tiredness will if someone attacks you before your turn. Plus maybe special moves that get unlocked.
The change is good but some non-urgent tweaking is needed. I'm not sure it's as simple as capping them at 2 when paralysis effects for example tend to last for only 3 turns. Are we just gonna get 33% (or maybe even just 17% because rounding up) resistance and then ignore it altogether?

jack1974
May 18, 2014
I don't know how to change this honestly, before it would prevent the condition from triggering, now always triggers but then there's this problem.
I guess I could use the old way with the physical conditions (so paralysis, weaken, etc) and the new one with the damage over time conditions (Frozen, Burned, etc). Otherwise I don't see any other solution...
yayswords
May 18, 2014
I say leave it for now, I'm sure there will be ten different interesting solutions posted long before the beta is over.
For example you could increase all paralysis durations by 1 turn but give all characters 25% free paralysis resistance on the easier difficulties.
jack1974
May 19, 2014
I made the fix that will be live in next update. In practice minimum duration is now 2, except for DoT effects that is 1.
If anyone has a save at end of 1st act with Hunter please send them to me to test the new battles. I have two saves but are all Ranger/Druid

renke_
May 19, 2014
If anyone has a save at end of 1st act with Hunter please send them to me to test the new battles.
just sent one - and gameplay without a druid is very different...
jack1974
May 19, 2014
Yes definitely, no main healer, so that's why want to test it in act2, in case I need to give Riley some small healing spells

yayswords
May 19, 2014
Actually my ranger is always the primary healer, with or without a druid in the party.
renke_
May 20, 2014
Yes, ranger IS the healer - the difference is more a tactical one, with a druid fitted with ice spike I had not only a nuke but also a way to slow specific target, regardless of their position. It took me a few battles to acclimatise myself with the new skill-set and useful ways to use the chars.
jack1974
May 20, 2014
Ah OK. Well anyway I just found that my "charm enemy" hack has a lots of issues (I didn't test it properly before) so I need to change that Riley's skill anyway

I have something fun in mind if I can implement it.
renke_
May 20, 2014
small bug: dynamically placed random encounters (e.g. the wandering tiger west of Ninim) are not save-persistant. If you save on the isometric view the red arrow is visible but after reloading the tiger is gone - one has to leave and reenter the area to skin the cat.
renke_
May 20, 2014
my druid here has a Water staff but does normal damage with his bolt - I believe this is incorrect?
jack1974
May 20, 2014
small bug: dynamically placed random encounters (e.g. the wandering tiger west of Ninim) are not save-persistant. If you save on the isometric view the red arrow is visible but after reloading the tiger is gone - one has to leave and reenter the area to skin the cat.
Yes I'm aware of that bug, wasn't able to fix it, but will retry
my druid here has a Water staff but does normal damage with his bolt - I believe this is incorrect?
Yes is a bug, should do Water damage!
I'm tweaking the item generation since I noticed a problem, something that I probably wrote time ago but then I forgot myself

the armors don't give base magic resist (Fire, Water, etc). otherwise would be possible to gain resistances too high since there are many item slots. So I had planned that normal armors would give resistances to the conditions, while jewelry (Neck/Fingers) could instead give resistance to the four elements+dark magic.
However, I forgot that high level jewelry could have MORE than one resistance. For example Fire 70, Water 20, Earth 25 (that's an extreme example and will be very rare to have).
So now I'm tweaking the item generation to consider this

yayswords
May 21, 2014
I'm feeling the resistance change right away. Goblins 75% resistance to burning
My druid is damage capping very early. Just 23 magic.
Troyen
May 21, 2014
Now they're all stored under installation directory/game/saves 
Okay, how can I clear out my list of saves? I have some saves from incompatible versions clogging up the first seven pages of the save screen and it can get a little confusing which ones are valid or invalid. I've seen saves stored in the game/saves folder, but it's somehow picking up saves from other folders (even deleted ones).
yayswords
May 21, 2014
You can delete saves in-game but yeah I would also like to know where that cross-version folder is
