Heh, I used the simplified version, so the quote is not "accurate" as word for word, but still carries the general idea. Fret not, my signature should be more effed up than your Latin (since it's not a quote )
Somewhat on topic: One of the arrows in the Ant-sewers doesn't throw a cutscene nor ants at you anymore (I think it did many versions ago):
When you click that arrow, there's a quick flash of the sewer background but nothing else... Then the game goes back to the dungeon map with the arrow to the queen. Not a major problem, just a tad confusing.
jack1974Aug 26, 2014
Ah OK will check that. If you have a save in that exact moment please send, will be easier
fabulaparvaAug 26, 2014
In fact, I do. File sent.
renke_Aug 26, 2014
Anyway, it did bring a smile to my face. This is what battlefield conditions should be about. Not just pick a resistance to be reduced for every single battle in the game. If something fitting can't be thought of, there needn't be a condition.
I'm with you here, the condition and resulting effect is a logical consequence of the encounter situation - it makes a good story.
btw, are explosives a "fire based attack"?
jack1974Aug 26, 2014
Anyway, it did bring a smile to my face. This is what battlefield conditions should be about. Not just pick a resistance to be reduced for every single battle in the game. If something fitting can't be thought of, there needn't be a condition.
I'm with you here, the condition and resulting effect is a logical consequence of the encounter situation - it makes a good story.
Problem is always the same: time. Doing custom battlefield conditions takes time. And this game is already waaayyyyyyyyyyyyyyyy longer than it should have been
btw, are explosives a "fire based attack"?
No, since like in real life, using a flamethrower underwater wouldn't work, but for example proximity mines (not sure how are called, those used in naval warfare) still explode and do damage even underwater
renke_Aug 26, 2014
Problem is always the same: time. Doing custom battlefield conditions takes time. And this game is already waaayyyyyyyyyyyyyyyy longer than it should have been
I didn't meant more possible battlefield conditions but less - and used to accentuate special encounters.
No, since like in real life, using a flamethrower underwater wouldn't work, but for example proximity mines (not sure how are called, those used in naval warfare) still explode and do damage even underwater
usable item, range all, single target has burning condition for 5 turns. can be thrown back.
I love user defined fixed items
jack1974Aug 26, 2014
I want one of those now!!!
yayswordsAug 26, 2014
Even the resistance modifiers could be okay battlefield conditions, as long as they were used sparingly and reasonably. Not just "I gotta slap one on every battle so I'll pick the least stupid one".
oberonbluAug 26, 2014
Hi, I hope this is the correct place for a bug report. Sorry, if it's not.
I'm starting to build up of items I sold, but they're remaining in my inventory with a quantity of 0. I first noticed this at the end of Act 1. At this point, I've got 4 weapons occupying space. There's the standard active button to sell the 0-quantity items, but button on the pop-up doesn't do anything. If it makes a difference on the code end, it's only happening so far with the weapon category.
Other than that, I downloaded yesterday and was up till 3am. I discovered Loren back in the Spring, and SOTW is equally enjoyable with a unique story. (P.S. Shea needs some Saren armor! lol)
jack1974Aug 27, 2014
Grr that bug is present since Loren, in practice those items showing 0 shouldn't be in the inventory. I thought I fixed it though, since I didn't had many reports. I thought could happen if you save while in vendor screen and reload...
Do you have a save with those 0 items to send me? I have an idea that might work to fix that problem once for all (in practice when you enter the vendor screen now I'll check the items quantity value and if is 0, will remove those items immediately).
It happens to me every game, I've even had -1 quantity of items. You can repair it by just equipping the 0 quantity item though.
Jack - I don't believe the 0 quantity items are items that should be gone. This is just my gut feeling speaking now but I don't think they are items I have sold that have mysteriously reappeared in my bags. I'll see if I can reproduce the bug.
Okay, the bug is very easy to reproduce, though the results vary a little. Go to shop, sell your items. Mousewheel back and forward again. Now there should be some 0 quantity items. It actually varies which ones become 0 and which ones regain their full stack size though.
jack1974Aug 27, 2014
Anima knows this better than me, but the only reason why the item QUANTITY should decrease is when you click to sell it
yayswordsAug 27, 2014
I updated my post. The bug is there
Not sure that's the only way to cause it but it sure is an easy way to cause it. And I think people may have triggered it without the intent of rouletting, like they're at a shop and then think, hey what was that last dialogue, I wanna see it again *rollback*.
jack1974Aug 27, 2014
Ah OK so the problem is with the infamous rollback. I think I should simply disable it when you enter in shops
After all, there is no "rollback" to any other RPG ever made in computer gaming history, so it's not like is a "required feature". Outside shops would work normally Will do this change before the final game release.
yayswordsAug 27, 2014
It's an easy way to cause the bug, yeah. But I am skeptical that this has been the primary cause for me. I do not sell and then rollback. I roulette until what I want appears, sell what I need to get the gold, buy it and then leave. Also I've not seen any -1 quantities with this sell/rollback thing, but I have seen them in playthroughs.
The more decent predefined items we add, the less I care if you disable rollback. But don't play the "every other RPG" card when "every other RPG" provides the player with gear through better sources than shops where 90% the items suck
jack1974Aug 27, 2014
Now you get pretty good items from the enemies drop, unless you want all Rare items and nothing else
About the bug if Anima can fix it then np, it's just that I don't really know how to do it myself so if disabling rollback is an easy solution... I think I'll go for it. I'm trying various possible solutions but the crazy thing is that once I sell, rollback and have the 0 items, even if I use development tools to "reload the script", they're still here. I've never seen such a bug before and I'm now using renpy since 6 years
edit: Okay, now if you sell one item at time works, so at least I fixed that the problem remains if you use the "sell all items in this category" button...
yayswordsAug 27, 2014
I haven't tried with the new drops but if you mean just more masterwork or something then that's not what I'm looking for. It's items that boost the basic stats (with magic being scarce on non-cloth and attack being scarce on cloth) and not resistances.
Oh and ding 1k!
renke_Aug 27, 2014
most likely Jack referred to the fixed items in Act 2 as "pretty good" equipment
yayswordsAug 27, 2014
Now you get pretty good items from the enemies drop
So, unless enemies can drop these predefined items...