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yayswords
Have you noticed, that sometimes you activate special abilities just by hovering over them?

Never, actually. Haven't tested 0.8.4 yet though.



Jack, a concern. Like every third build you release makes old saves incompatible with the game. That's not much of a problem now. It will be in season four if we have to make a brand new party and play through the previous three seasons to get there again. Should we be worried? :P
Troyen
I think bosses might be still a bit too weak, in particular the Kodiak but not much can be done when you fight a single enemy boss with a party :oops:

Could theoretically raise the HP so that a rested party will burn most of their SP taking the boss down. (Note: I have not actually tested the boss on 0.8.4 so don't take this as feedback, just a possible suggestion.) Speaking of which, does your tuning system allow you to modify stats for a mob specifically on certain difficulties? Some of the future "too easy" tweaks might be better for nightmare and hard only.


Have you noticed, that sometimes you activate special abilities just by hovering over them?

Happens quite often when I hover the mouse-cursor over Vaenis' special abilities

On some of the 0.7.x builds, hovering over fatal shot would set it off and cause some combat bugs. Maybe that bug is back?
yayswords
It seems the damage for ranged attack and aimed shot are now identical. Probably a build were I will never use the second one :)

Largely correct. In fact I'm gonna take this to the combat thread because I'm posting about it in both simultaneously right now :P
jack1974
Damn the damage reduction I did had an impact on the ranged shot haha screw it :lol:

And no this build isn't compatible with old saves because of the changes that were needed for the traits. That's why I'm testing so much this first part, once "is good", I won't need to change those values and all saves should be OK :)

Which are the skills that are automatically triggered? normally it shouldn't happen with all of them since they use same code...
jack1974
Just uploaded 0.8.5 which should fix all the last build issues regarding damage. Is still lower overall so battles should last longer, but there shouldn't be anymore weird behavior like before!
yayswords
When visiting Ninim the first time to sell the pelts, you can visit the healer's shop before selling the pelts but not after, yet you can visit the forge anytime.



Mmm, also aimed and normal shot still do the same damage to the back row, or to thieves, whichever it is :P



Trying Leap Attack for the first time to see it doing 2-3 damage... :P



Okay, this just isn't fixed. When a skelly archer comes to the frontline my arrows do the same damage and my hunter melees for more than she shoots for. Actually melee is still my best move. The shot does very slightly more damage but the extra delay makes meleeing win.



I am out of descriptions for these funny observations but when you do your second fix of this, test it on Mormont. All the cool stuff can happen there apparently :)
Franka
Have you noticed, that sometimes you activate special abilities just by hovering over them?

Happens quite often when I hover the mouse-cursor over Vaenis' special abilities



SMACK! Enemy struck, even without me doing the click for confirm attack (;) perhaps a bit like Fidel Dahan in Jagged Alliance 2 ? Would randomly shoot full autofire (while laughing)

(same character would also tell you, the player "Go away! Fidel busy!)



Point is, these elves are eager to fight!


Yes, this has happened for me, but only with Vaelis.
jack1974

Mmm, also aimed and normal shot still do the same damage to the back row, or to thieves, whichever it is :P

This is just not possible :( In 0.8.5 ? I changed that code, and tested it. First encounter with Goblins for example, different damages. Or you talk about some specific battle ?



Trying Leap Attack for the first time to see it doing 2-3 damage... :P

That's probably because of the damage reduction, so need to improve it :lol:

Okay, this just isn't fixed. When a skelly archer comes to the frontline my arrows do the same damage and my hunter melees for more than she shoots for. Actually melee is still my best move. The shot does very slightly more damage but the extra delay makes meleeing win.

But do melee and ranged weapons have same damage values?

I am out of descriptions for these funny observations but when you do your second fix of this, test it on Mormont. All the cool stuff can happen there apparently :)

If you have any saves, they're always welcome :)
yayswords
I will send you the next save where I can see it happen, though as I said, try Mormont or even just the waves before him. Everything wrong that can happen, happens with the skeleton archers/mages.



The weapons were the default weapons. I actually upgraded my melee weapons (pretty huge upgrade actually) just now and on wolves I shoot harder than I melee. I think the problem lies with backrow mobs. Mages, archers, though maybe not the goblin ones. On ratmen I think I had it too.
jack1974
Ah OK, so not in ALL battles, only in that specific one you see same ranged/aimed. I think I know why, the skeleton have low HP, and the code I used checks that you don't kill the enemies with one shot, but is better to use _renke suggestion and just give the backrow characters a +30% defense or something :)
yayswords
Oh okay I get it then. So you coded them so I can't nuke them for too much but the mages can still throw a 2x60 dmg nuke on me? Thanks? :D



The only viable way to win now is to tear down their front so you can melee the backline mobs.
jack1974
Uhm actually I just tried but I get different damage!

Normal shot: 18-21

Aimed shot: 29-34



still using the default bow of the Hunter! I'm at level 4 with Shea and has 18 attack.
yayswords
Against a skeleton archer?



I have a savegame incoming, you'll see it :)
jack1974
Yes, or even Warrior, or Mages. All attacks have different damage. Are you sure you're testing the 0.8.5 ? Otherwise I don't know how that can happen and definitely want the savegame! :shock:
yayswords
Ahaha, actually I wasn't :D sorry for the wasted time.



(and good job me for winning anyway)
jack1974
AHHHHHHHHHHHHHHH!! good.

I want to reach a stable point where the Nightmare mode, ALL battles, can be win. Then I can start to slowly increase the global difficulty parameters, but I won't do that unless you (and others) confirm that you can finish first act with all the siblings combo. I am playing it, not even buing new weapons/armors, and seems doable, but I'm not an expert Nightmare player :mrgreen:



For those worried about the easier difficulty levels, don't worry - the Easy/Normal modes are up to their names (more or less like Loren).
yayswords
Well if I can win them in 0.8.4 I doubt they are too hard at least :P
jack1974
Yes probably, but is easier to raise difficulty little by little once all the battles are confirmed that are doable/OK, than start with a game too hard.

That's where we were in 0.8.3 or something, then I realized I didn't calculate the enemy levels properly, so the easy/normal were too close to hard/nightmare and had to rebalance the game :( but now that is done, we're back in that situation. So almost at the end of this part (AT LAST!!! :lol:)
fabulaparva
I managed to crash the game when I fought the bandits who lust after the elves' money. This happened after I had already went to Frozen woods and fought a series of random battles there. Is it supposed to be possible to avoid the bandits on the way out of Ninim?



Difficulty level: Hard, game crashed when Shea or other character died during the fight (they were all desperately low on HP). Error script inside spoilers so it won't fill the whole screen for those who don't want to see such things. :P

I have a savefile from Frozen Woods, just before I headed back to Ninim and faced the bandits. If you want it, I can send that (PM, email?)




I'm sorry, but an uncaught exception occurred.



While running game code:

File "game/plot/map.rpy", line 628, in script call

File "game/plot/map.rpy", line 992, in script call

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

File "game/script.rpy", line 2100, in <module>

File "game/RPG Framework/enviroment.rpy", line 700, in getActions

File "game/RPG Framework/character.rpy", line 902, in getAction

File "game/RPG Framework/ai.rpy", line 792, in getAction

File "game/RPG Framework/ai.rpy", line 17, in getAction

File "game/RPG Framework/ai.rpy", line 20, in getAction

File "game/RPG Framework/ai.rpy", line 20, in getAction

File "game/RPG Framework/ai.rpy", line 17, in getAction

File "game/RPG Framework/ai.rpy", line 20, in getAction

File "game/RPG Framework/ai.rpy", line 17, in getAction

File "game/RPG Framework/ai.rpy", line 467, in getAction

File "game/RPG Framework/ai.rpy", line 509, in test

ZeroDivisionError: integer division or modulo by zero



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



Full traceback:

File "game/plot/map.rpy", line 628, in script call

File "game/plot/map.rpy", line 992, in script call

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

File "D:\Games\SOTW-0.8.5-all\SOTW-0.8.5-all\renpy\ast.py", line 756, in execute

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

File "D:\Games\SOTW-0.8.5-all\SOTW-0.8.5-all\renpy\python.py", line 1382, in py_exec_bytecode

exec bytecode in globals, locals

File "game/script.rpy", line 2100, in <module>

File "game/RPG Framework/enviroment.rpy", line 700, in getActions

File "game/RPG Framework/character.rpy", line 902, in getAction

File "game/RPG Framework/ai.rpy", line 792, in getAction

File "game/RPG Framework/ai.rpy", line 17, in getAction

File "game/RPG Framework/ai.rpy", line 20, in getAction

File "game/RPG Framework/ai.rpy", line 20, in getAction

File "game/RPG Framework/ai.rpy", line 17, in getAction

File "game/RPG Framework/ai.rpy", line 20, in getAction

File "game/RPG Framework/ai.rpy", line 17, in getAction

File "game/RPG Framework/ai.rpy", line 467, in getAction

File "game/RPG Framework/ai.rpy", line 509, in test

ZeroDivisionError: integer division or modulo by zero



Windows-7-6.1.7601-SP1

Ren'Py 6.17.5.492

Seasons Of The Wolf 0.8.5

jack1974
Emailed you directly for the savegame :) though I suppose it doesn't happen everytime. I'll ask Anima about it, I thought it was fixed already.

Not sure if matters but going to ask anyway: did you start a new game from scratch or you loaded a save from previous version ? thanks
I managed to crash the game when I fought the bandits who lust after the elves' money. This happened after I had already went to Frozen woods and fought a series of random battles there. Is it supposed to be possible to avoid the bandits on the way out of Ninim?

Uhm which bandits? on east ninim now you can give them all your money to skip the battle :)