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Troyen
"Oops, my bad. I'll need to rewrite the entire engine in Lisp to fix this. Your saves might not work."
yayswords
Xsabor has become a fine item :)



Anathema has a mild case of not showing up on the action table...



I've got something to say about the experience bar anyway. Could it just show visual experience progress between the current level and the next instead of total experience? At higher levels, it always looks like you're close to a level up. Of course I can read the numbers just fine but I don't see a benefit to the current design :)



Crash vs. Gamesh Crossbowman:


I'm sorry, but an uncaught exception occurred.



While running game code:

File "game/plot/map.rpy", line 1362, in script call

File "game/plot/scene05_dingirra.rpy", line 483, in script call

File "game/script.rpy", line 2224, in script

File "game/script.rpy", line 2229, in <module>

File "game/RPG Framework/enviroment.rpy", line 769, in execute

File "game/RPG Framework/skills.rpy", line 1112, in execute

AttributeError: 'NoneType' object has no attribute 'position'



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



Full traceback:

File "game/plot/map.rpy", line 1362, in script call

File "game/plot/scene05_dingirra.rpy", line 483, in script call

File "game/script.rpy", line 2224, in script

File "C:\Users\Albert\Desktop\SOTW-0.8.24.18-all\renpy\ast.py", line 778, in execute

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

File "C:\Users\Albert\Desktop\SOTW-0.8.24.18-all\renpy\python.py", line 1382, in py_exec_bytecode

exec bytecode in globals, locals

File "game/script.rpy", line 2229, in <module>

File "game/RPG Framework/enviroment.rpy", line 769, in execute

File "game/RPG Framework/skills.rpy", line 1112, in execute

AttributeError: 'NoneType' object has no attribute 'position'



Windows-7-6.1.7601-SP1

Ren'Py 6.18.0.614

Seasons Of The Wolf 0.8.24.18


No AI log (can't the game remember that I want logging on? I have to re-enable it every new build)



Also... Scent of Stars...



Gamesh Crossbowman, no SoS: 38 magic, 150 speed

Gamesh Crossbowman, last turn of SoS: 198 magic, 764 speed



Does a little bit more than it says on the tin...
jack1974
I don't enable logging by default to avoid cluttering the HD, but probably should during beta :) anyway found the problem in that crash (was actually a wrong action for the gamesh swordman).

The scent of stars mega-buff is funny :lol: will look into it.

As for the experience bar you're right, I didn't notice it until now, but better do it as you said.
jack1974
Could you send me a save to test the gamesh scent of star? mine don't load :oops:



Made the XP bar change, now makes more sense indeed!

https://pbs.twimg.com/media/Bw6X6J5CcAEZrrd.jpg:large" style="max-width:100%">
yayswords
(was actually a wrong action for the gamesh swordman)

But there was only a crossbowman alive :P


Could you send me a save to test the gamesh scent of star?

Not immediately, but I'll give you one once I'm out on da streets again.
jack1974
The problem is that the crash calls the ChangePosition function, which is triggered only by some skills (the crossbowman has none like that) or when you move your character around. So can't be an enemy skill unless was the swordman, and your switch position in party should work (otherwise would have crashed already before.
yayswords
I'm not gonna take a blood oath on it but I'm 90% sure there was only a crossbowman alive :) at best there might have been a swordsman who died from dots but would he be allowed to consider an action before dying?
jack1974
I'm not sure but could be possible since the swordman is still using the old AI :)
yayswords
The SoS bug isn't happening again. Also the same crossbowman who had that superperfume was the one that crashed my game. I think that was renke in pixel form.
jack1974
Lol that must be the explanation! :)
yayswords
We noted previously that in battles that you can win by just killing one guy, you get marginally more exp if you bother to kill everyone. I just had the thought that you didn't go out of your way to make it so, but instead it is the bonus exp characters get for killing blows that does it. I thought this bonus exp meant they got a larger share of the exp, but I tested just now on the starting orcs, and this bonus exp seems to not be a redistribution of the points, but a pure bonus. That means each time we don't actively finish them, we lose out on exp - very marginal amounts though. For anyone wondering what "actively finishing" means... nobody gets kill credit if an enemy dies to a DoT; the game does not seem to register the source of DoT's.



So yeah for anyone looking to maximize exp gains... don't let DoT's finish your mobs :P



Late edit: Okay, Bramble Coat on enemies. That it triggers twice from a dual wield attack, I suppose that's okay. That it takes away 10% health instead of 5%? Not sure... but it's still another case of I'm winning and I don't need buffs. But I'm saying 10% per hit, so 20% for a DW attack. Very owie.
jack1974
Good news, Ren'Py coder fixed the "false hover prediction damage bug".

So on next update will be gone. Still working on ACT4 now, doing the first of the big final three scenes :)
jack1974
Fixed the Bramblecoat, 10% was definitely too much!

Coding another minigame now (can't reveal what is about since is a spoiler). I really like those, you need to decide what to do on every battle, like rescue 5 people during day taking half day with medium risk, 3 at night but with low risk, etc (risk influences the enemy strength). And you can rest between each fight but there's a time limit. Having fun already testing them, so hopefully you'll find them cool too 8)
yayswords
-> rescue 250 people with a marching band announcing my arrival
FireSeraph
Again, not sure if reported but I'm getting the damage prediction jumping all over the place. I select one enemy but instead of having the damage prediction hover over that enemy, the number shifts over to another enemy. It's not when the other enemy is guarding my target, sometimes the damage prediction jumps to rogue type enemies, dead enemies or empty spaces too.
jack1974
Yes it was a bug at Ren'Py level (so not my fault in this case!), this will be fixed in the next update :)
jack1974
Sigh, apparently the new Ren'Py update breaks again all saves... :( I've told the coder but don't have much hopes for a solution.

It sucks, I definitely recommend everyone stop playing this version unless they like to restart again from scratch when I release next ACT. Since are all changes done to the framework core library I have no control over it so in theory on every update everything can break... hopefully it reaches a stable version soon!!!

I'm sorry, usually Ren'Py is pretty good at keeping old saves compatibility, but this latest version has been a mess. I'm not able to make progress myself, I think will revert to an old version just to keep working on the game... :cry: :cry: :cry:
yayswords
Lol. This is getting tragic.



But please make a release when it's fixed, even if you're not sure some other update might not break the saves again. I don't want to start from scratch when act 3 hits if it can possibly be avoided.
jack1974
The problem is that this beta is exactly happening in the middle of one of the biggest Ren'Py updates. You see the benefits (game running much faster now) but there are also some inevitable bugs. However coder didn't reply yet, maybe this specific bug is just a minor thing that he can fix "on his side" and keep saves. Is strange because was able to load a specific save and worked, so at this point I'm unsure about everything :lol:
fabulaparva
Well, whatever happens, I hope that at the time the Act 3 comes out, you'll already have it running on a steady Ren'Py version. I can understand that despite the benefit of keeping saves stable with the old version, it would be a downer to finally publish the game at the end of the year, but with an old Ren'Py and slow speed, when at that point the new, fast build would've been available "already" for 3 months. And it's still better to have the problems now than having them hit the fan between the full game barely betatested and it's official release. Right now those pouncey dmg predictions are just amusing in a nerdy-kind-of-way, but no one wants them in the final product. :P Anyways, thanks for the heads-up, I'll be prepared, either or.



*doodles furiously*