hu? additional tavern fight? was this added in a recent release?
yayswordsJul 22, 2014
Not really.
Keep visiting the northern tavern until a drunk starts hitting on Krimm. Not sure how far progressed you need to be, but I did it now while about to be one family's bitch, and might have been the same the first time.
jack1974Jul 22, 2014
Yes it triggers after you did the first one. Happens randomly, and after that the barkeeper kicks you out (temporarily though)
WaverlyAlexaJul 22, 2014
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/plot/map.rpy", line 1178, in script call
File "game/plot/map.rpy", line 1609, in script call
File "game/plot/scene05_dingirra.rpy", line 270, in script call
File "game/plot/scene05_dingirra.rpy", line 515, in script call
File "game/script.rpy", line 2192, in script
File "game/script.rpy", line 2197, in <module>
File "game/RPG Framework/enviroment.rpy", line 773, in execute
File "game/RPG Framework/character.rpy", line 212, in die
File "game/script.rpy", line 78, in AddBattleField
File "game/RPG Framework/effects.rpy", line 63, in addTo
File "game/RPG Framework/character.rpy", line 64, in addEffect
KeyError: 'Default'
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/plot/map.rpy", line 1178, in script call
File "game/plot/map.rpy", line 1609, in script call
File "game/plot/scene05_dingirra.rpy", line 270, in script call
File "game/plot/scene05_dingirra.rpy", line 515, in script call
File "game/script.rpy", line 2192, in script
File "/Users/WaverlyAlexa/Downloads/SOTW-0.8.21-all/renpy/ast.py", line 756, in execute
File "/Users/WaverlyAlexa/Downloads/SOTW-0.8.21-all/renpy/python.py", line 1382, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 2197, in <module>
File "game/RPG Framework/enviroment.rpy", line 773, in execute
File "game/RPG Framework/character.rpy", line 212, in die
File "game/script.rpy", line 78, in AddBattleField
File "game/RPG Framework/effects.rpy", line 63, in addTo
File "game/RPG Framework/character.rpy", line 64, in addEffect
KeyError: 'Default'
Darwin-13.2.0-x86_64-i386-64bit
Ren'Py 6.17.7.521
Seasons Of The Wolf 0.8.21
nightshadengaleJul 22, 2014
-I had a Galanna battlemage using perfect balance against me, but his SP didn't actually appear to be increasing even though the text log said it did.
-When I transitioned areas after delivering the invitations (also happened a couple times during the delivery but didn't reoccur on rollback), Riley said "Let's throw that flower away before anyone else thinks we're in league with the Gamesh!"--but no one had accused us of being in league with the Gamesh.
-Have you considered having the "move to a new map" arrows be a different color than the "visit a location on the current map" arrows? (Or even better, making them point towards the edge of the map rather than down.) I think it'd improve the look of the maps.
MegaDissuJul 22, 2014
Two bugs to report, one seemingly minor:
While running game code:
File "game/plot/map.rpy", line 1096, in script call
File "game/plot/map.rpy", line 1546, in script call
File "game/plot/scene05_dingirra.rpy", line 246, in script call
File "game/plot/scene05_dingirra.rpy", line 488, in script call
File "game/script.rpy", line 2189, in script
File "game/script.rpy", line 2194, in <module>
File "game/RPG Framework/enviroment.rpy", line 766, in execute
File "game/RPG Framework/character.rpy", line 212, in die
File "game/script.rpy", line 78, in AddBattleField
File "game/RPG Framework/effects.rpy", line 63, in addTo
File "game/RPG Framework/character.rpy", line 64, in addEffect
KeyError: 'Default'
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/plot/map.rpy", line 1096, in script call
File "game/plot/map.rpy", line 1546, in script call
File "game/plot/scene05_dingirra.rpy", line 246, in script call
File "game/plot/scene05_dingirra.rpy", line 488, in script call
File "game/script.rpy", line 2189, in script
File "/Users/MegaDissu/Downloads/SOTW-0.8.18-all/renpy/ast.py", line 756, in execute
File "/Users/MegaDissu/Downloads/SOTW-0.8.21-all/renpy/python.py", line 1382, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 2197, in <module>
File "game/RPG Framework/enviroment.rpy", line 773, in execute
File "game/RPG Framework/character.rpy", line 212, in die
File "game/script.rpy", line 78, in AddBattleField
File "game/RPG Framework/effects.rpy", line 63, in addTo
File "game/RPG Framework/character.rpy", line 64, in addEffect
KeyError: 'Default'
Darwin-12.5.0-x86_64-i386-64bit
Ren'Py 6.17.7.521
Seasons Of The Wolf 0.8.21
yayswordsJul 22, 2014
-I had a Galanna battlemage using perfect balance against me, but his SP didn't actually appear to be increasing even though the text log said it did.
Sure he didn't use Eagle's Grace? It costs 15 SP, same as PB restores
nightshadengaleJul 22, 2014
-I had a Galanna battlemage using perfect balance against me, but his SP didn't actually appear to be increasing even though the text log said it did.
Sure he didn't use Eagle's Grace? It costs 15 SP, same as PB restores
If he did, it wasn't in the log.
yayswordsJul 22, 2014
What did he do according to the log?
jack1974Jul 23, 2014
WaverlyAlexa and everyone reporting the "keyerror: Default" bug. It happens ONLY if you play using an ancient version, something even before act2. Start a new game from scratch using latest version
-I had a Galanna battlemage using perfect balance against me, but his SP didn't actually appear to be increasing even though the text log said it did.
It should work, even if I didn't bother to actually check it so far. But all the effect should apply to enemies the same way as party members so I think should work!
-When I transitioned areas after delivering the invitations (also happened a couple times during the delivery but didn't reoccur on rollback), Riley said "Let's throw that flower away before anyone else thinks we're in league with the Gamesh!"--but no one had accused us of being in league with the Gamesh.
All the items you get are free passes for each family (except Lugal that gives you nothing!). They're also a symbol of them, so if other families see you carrying it they could think you belong with one of them. I thought was clear enough from the story but has been a while since I read it accurately
-Have you considered having the "move to a new map" arrows be a different color than the "visit a location on the current map" arrows? (Or even better, making them point towards the edge of the map rather than down.) I think it'd improve the look of the maps.
Yes, I thought about that indeed, like if they were cardinal points or something. Will try to add it on next update.
TaleweaverJul 23, 2014
-When I transitioned areas after delivering the invitations (also happened a couple times during the delivery but didn't reoccur on rollback), Riley said "Let's throw that flower away before anyone else thinks we're in league with the Gamesh!"--but no one had accused us of being in league with the Gamesh.
All the items you get are free passes for each family (except Lugal that gives you nothing!). They're also a symbol of them, so if other families see you carrying it they could think you belong with one of them. I thought was clear enough from the story but has been a while since I read it accurately
I think it's the word "else" nightshadengale takes offence at. Cut it, and the sentence probably makes more sense.
jack1974Jul 23, 2014
OK will do!
JaegerJul 23, 2014
1)Image Error circled in red. Press spoiler to reveal picture.
2) I wish for more recovery options outside of battle, especially since (unlike Loren) HP and SP don't fill up automatically after a normal battle. I would suggest the ability to use healing and items and spells outside of fights.
jack1974Jul 23, 2014
Will check that sprite, probably is how is composed on the fly (arms are a separate layer).
Using items and spells outside would be cool, I thought about it but not sure how to do that though Anyway, I made a wider range of difficulty options exactly for that
yayswordsJul 23, 2014
vs. Lorin
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/plot/map.rpy", line 1178, in script call
File "game/plot/scene11_dingirra_adventures_2.rpy", line 3679, in script call
File "game/script.rpy", line 2192, in script
File "game/script.rpy", line 2197, in <module>
File "game/RPG Framework/enviroment.rpy", line 767, in execute
File "game/RPG Framework/skills.rpy", line 1234, in execute
File "game/RPG Framework/skills.rpy", line 1272, in buff
File "game/RPG Framework/skills.rpy", line 178, in note
Ah frak forgot a file. Easy to fix. Might do another quick update to fix this and that other crash bug you found
yayswordsJul 23, 2014
It was an entertaining bug at least, forced me to figure out a way to burst him down before he could run OOM
The optional skeleton encounters on the Galanna quest still use the weak as fuck versions of the mobs.
Actually I don't know about the mages, the damage is ridiculous. The mobs "look" weak from their stats but the mage just row nuked me for like 280 damage total.
fabulaparvaJul 23, 2014
-I had a Galanna battlemage using perfect balance against me, but his SP didn't actually appear to be increasing even though the text log said it did.
Sure he didn't use Eagle's Grace? It costs 15 SP, same as PB restores
If he did, it wasn't in the log.
Speaking of which, sometimes the Galanna battlemage does the darndest thing, by hitting yet another perfect balance on his next move. It makes no sense as the skill is capped at 10 turns, anyway, so it looks like he's wasting a turn. (Never personally seen his SP not to rise, though, he's just often wasting it)
"Galanna battlemage used Perfect Balance."
"The Buff will expire in 10 turns."
....<Others do stuff, like... Fight!>.....
"Galanna Battlemage decreased 15 HP and and increased 15 SP thanks to Perfect Balance."
"Galanna Battlemage used Perfect Balance."
"The Buff will expire in 10 turns."
jack1974Jul 23, 2014
The optional skeleton encounters on the Galanna quest still use the weak as fuck versions of the mobs.
Actually I don't know about the mages, the damage is ridiculous. The mobs "look" weak from their stats but the mage just row nuked me for like 280 damage total.
Hm no, all the quests in that part of the story use the "Skeleton V2" version!
Speaking of which, sometimes the Galanna battlemage does the darndest thing, by hitting yet another perfect balance on his next move. It makes no sense as the skill is capped at 10 turns, anyway, so it looks like he's wasting a turn. (Never personally seen his SP not to rise, though, he's just often wasting it)
Haha yes the AI could use some improvements Anima said will do the "upgraded AI" this weekend. Anyway, even for the old version I think a simple check should be done, if buff is already there, don't cast it again. Might be though because I have added the perfect balance in the "Heal slot". This because I wanted to give more than one buff to that enemy. Anyway with the new AI things should be easier for me
yayswordsJul 23, 2014
Giant Skeleton using Slam like way too much. Can't you come up with something better? At first I kept dancing the characters back, but I've stopped bothering. There's a fat chance he will just use it again, even though the rows are ideally set up for him, and if he wants to attack he doesn't hurt anyway.
This is when the other skeletons are dead and he barely has any mana. He doesn't spam Slam early on I think.