fabulaparva
Aug 01, 2014
There's always quite the cliche plot device that'll prevent them from going back after the first attack... the first group might have a wizard lizard, who upon dying launches a spell powerful enough to collapse some of the tunnel behind the heroes. Voila, exit blocked, now they have to move forward and take whatever comes at them, whether it's steam or lizardmen.
Oh well. I do agree that mauling through groups of lizards just to get a bath is a bit ... extreme, but I guess I*m twisted enough RPG-player that I didn't pay much attention to it until nightshadengale pointed it out. I was jus' marching on thinking:
Quest: Gotta get to bathhouse. Lizardmen in the way (+XP)? Bring it on! Besides, already in act 1, the heroes were killing animals for pelt and poison glands left and right plus trying to enslave a poor polar bear cub.
Althea/Shea: "Wait, we mean you no harm!"
Lizardly shadow: "GRAH!"
Vaelis: "I don't think that's what she said."
fabulaparva
Aug 01, 2014
On a different note:
In the Galanna area Trinket 'n' Treasures Boss-fight (Jariel's quest), the Galanna Battlemages sometimes heal troops that already are at full health. This seems to happen if one of their troops is at very low health and I then kill it just before their turn, so they cast their heal on someone else (with full HPs). Might happen on other occasions, too, but that's when I paid more attention to it.
Should we maybe have a separate thread for the silly stuff AI does or keep it here/in the skills-thread?
yayswords
Aug 01, 2014
Protect still doesn't seem right. Now it gives two buffs, Guard and Protect, that do the same thing (according to tooltip). No mention of +attack

yayswords
Aug 01, 2014
As for plot nitpicking...
http://i.imgur.com/Z3qmgbS.jpg
Flashback Riley has a better staff than real Riley... 5 SPR o.o
Maybe the equipment for these events could be less random?
jack1974
Aug 01, 2014
Besides, already in act 1, the heroes were killing animals for pelt and poison glands left and right plus trying to enslave a poor polar bear cub. 
Yes, they consider lizardmen not much more than animals, and after seeing what they do to "normal animals" in act 1...
Should we maybe have a separate thread for the silly stuff AI does or keep it here/in the skills-thread?
Yes I think is better! They shouldn't heal party members that are already at full health for sure.
Protect still doesn't seem right. Now it gives two buffs, Guard and Protect, that do the same thing (according to tooltip). No mention of +attack 
Is the change that I did last time, so that when moved in front row would miss the attack bonus. So the only problem should be that I forgot to update the texts
Flashback Riley has a better staff than real Riley... 5 SPR o.o
Maybe the equipment for these events could be less random?
Well BEFORE being captured he might be weaker as skills but maybe have better equipment. I mean is plausible from plot point of view. However I can check and make sure he doesn't have such powerful items

jack1974
Aug 01, 2014
Ok found the heal bug, the AI checks for a health value, but I put 90, thinking "90%". Instead means 90 HP

so if a character has 78HP but is full health it will still heal him. I need to use another new function that checks for the percentage of health

yayswords
Aug 01, 2014
I thought the 10 locations of Dingirra were: Family districts (4), both gates (2), neutral, market, ratmen and steam tunnels. I only have the tunnels left but I'm on 8/10

am I misremembering?
If I'm not, I'm pretty sure it's the south gate messing it up. I'm fairly certain I didn't go there while Riley was giving us his tour, and now when I go there (on family slave quest) he doesn't want to say anything about the area, and I guess the "new location discovered" happens in that dialogue. But of course that could happen with the north gate too, or even both, as you don't need to visit either of them to complete the invitations quest.
jack1974
Aug 02, 2014
Yes that scene happens only when Riley does the tour. I think I can make it appear the first time you go in the south/north gate anyway, will check (for the others not since could conflict with the main plot, but since you MUST visit all 4 families on the first tour, there isn't a problem).
Also, behold the Dingirra arena!!


https://pbs.twimg.com/media/BuBHXdRCAAElC2X.jpg" style="max-width:100%">
Expect to see it on next update

yayswords
Aug 02, 2014
Awesome! We need the update right now!
No but seriously, I think I'm managing to milk a little more xp out of the act. Krimm could ding level 17. Do you want Krimm to not ding 17 because RILEY WON'T TALK? What do you think she's gonna do to him if she finds out? I need that fix! Fix and then update!
yayswords buffed jack1974 with Eagle's Grace.
CODE!
Wait, I've already been there and not seen it now though

will it work anyway?
jack1974
Aug 02, 2014
I took a break and went for a walk

I still need to get the PSD files from the artist and add them in the game, so probably will be ready in 5-6h

yayswords
Aug 02, 2014
Ready with the locations fix? Yes? Yesss?
jack1974
Aug 02, 2014
Yes I changed that already, but still no art, probably artist is still sleeping, he sent me the email last night at 2AM and he lives in my same timezone

yayswords
Aug 02, 2014
One of the teleporting mirrors in the Galanna quest dungeon has a blue arrow. It's right after defeating Lorin.
These skeletons still feel so damn easy...

maybe their levels are right, but their stats are not. My party has 80+ defense (even the mages). These skeletons all have 45-50.
renke_
Aug 02, 2014
There's always quite the cliche plot device that'll prevent them from going back after the first attack...
this would be perfect for the ant sewers.
Rowinda closes the grates behind you and screams madly: "And don't come back until you found the queen!
yayswords
Aug 02, 2014
Hahaha :D
Anyway... I take it the dialogue for buying the special items from the families hasn't been rewritten yet? Either way, the Clearmind Potion preview shows the poison instead. But I did get the potion.
jack1974
Aug 02, 2014
Yes they've been rewritten but I forgot to remove the Ironwall Oil effects text. And also put a wrong preview, fixed it

yayswords
Aug 02, 2014
...if they've been rewritten surely that hasn't been implemented? I don't remember how it was worded the last time but this doesn't look like the work of someone who knows how to not break immersion.
jack1974
Aug 02, 2014
I removed the lines that was saying "increases 50% resistances". But I need at least to give a vague idea of the effects, no? If anyone has suggestions is welcome.
Going to remind artist again to send me the new tiles, at this point the update will be very late today or tomorrow!
jack1974
Aug 02, 2014
Since is 9PM here, is safe to say that will do the update with the new tiles tomorrow. More or less 12-16h from now (just in case someone is refreshing the page like mad lol)
renke_
Aug 02, 2014
when you prepare a new release you could define the traits output as debug only, currently my poor shell is cluttered with stuff like
Krimm
Attack initial value: 36
calculation: 12 level: 12
after value: 48
