PS2 prototype 0.6.4

Discuss the sequel to Planet Stronghold here
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jack1974
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PS2 prototype 0.6.4

Post by jack1974 » Mon Jun 25, 2018 7:48 pm

https://winter-wolves.itch.io/planet-stronghold-2 (scroll down to find the demo download)

What's New in 0.6.4
- Time Bomb now does AOE damage, also costs 2 PP (before was 0!)
- Shock now inflicts Energy damage (as it should!) and does fixed damage (minus target's Energy resistances)
- Strike Back now works
- Steal Life damage value are fixed (before was always -1 vs the right value)
- Fear Tactics now works
- made Barrage more powerful since has high cost and delay
- Drunk shot now works :P
- Jacob's image in the morale check was missing, now it's there

What's New in 0.6.3
- raise morale now should work on any ally
- fixed text on Harm (the relative damage is to CURRENT HP, and not TOTAL HP as erroneously stated). Also they now do little but fixed damage to bosses, ignoring their armor/defenses
- disarm skill now works
- difficulty setting now is correctly stored after character creation phase
- changed auto-equip to telling the player which slot is selected so it's more intuitive
- Time Bomb now works properly, and in addition to damage also reduces target's defenses
- tweaked Quick Reload that now becomes Quick Hands, beside reloading speed also gives a general speed increase to make the skill more useful overall
- raised Soot Strike damage a bit
- Weakness now works correctly but I reduced the values by 10. Since there are never going to be enemies with such high elemental resistances anyway (50 resistance was crazy)
- tweaked Steal Life, it uses current HP but has increased minimum damage values
- Drunk Shot is still broken, I'm thinking how to tweak it

I disabled purchases since I don't think makes sense for a game that is just a prototype for now (albeit quite advanced).
I'm aware of some issues, but I thought to get some early feedback anyway for anyone who wants to try the alpha version.
In this game equipment will be important - if you try to do the first battle with level 1 weapons/armors, you should lose. If you equip the appropriate level weapons, it should be doable in Normal level (maybe get a KO character , but still win the battle).
Made even a boss fight even if of course a Boragrub boss fight should still be easy enough :)

Any feedback is welcome. I didn't have time to test all the skills though most should work I think :oops:

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Jaeger
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Re: PS2 prototype

Post by Jaeger » Tue Jun 26, 2018 1:15 am

I ran into this before I was able to start a battle.
Spoiler:

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "renpy/common/000statements.rpy", line 519, in execute_call_screen
    store._return = renpy.call_screen(name, *args, **kwargs)
  File "game/RPG framework/rpg_combat.rpy", line 1157, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1157, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1215, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1216, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1097, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1097, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1115, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1151, in execute
  File "game/RPG framework/rpg_gui.rpy", line 603, in execute
  File "game/RPG framework/rpg_gui.rpy", line 603, in execute
  File "game/RPG framework/rpg_gui.rpy", line 650, in execute
  File "game/RPG framework/rpg_gui.rpy", line 651, in execute
  File "game/RPG framework/rpg_gui.rpy", line 656, in execute
  File "game/RPG framework/rpg_gui.rpy", line 656, in execute
  File "game/RPG framework/rpg_gui.rpy", line 736, in execute
  File "game/RPG framework/rpg_gui.rpy", line 738, in execute
KeyError: u'islands'

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

Full traceback:
  File "game/test.rpyc", line 9, in script call
    ��$pؔE�J�V˖��m�:AK����E��V�c*��E�¿ռ$4X1��!�h`���˘zߒ�iZ�u�zҲ�U���m�b8bEgO���t `�)�t�/�	O-��~Y�U����G=v�Vp,�PDcz������� �
  File "game/script.rpyc", line 1648, in script
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\ast.py", line 1828, in execute
    self.call("execute")
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\ast.py", line 1816, in call
    return renpy.statements.call(method, parsed, *args, **kwargs)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\statements.py", line 177, in call
    return method(parsed, *args, **kwargs)
  File "renpy/common/000statements.rpy", line 519, in execute_call_screen
    store._return = renpy.call_screen(name, *args, **kwargs)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\exports.py", line 2710, in call_screen
    rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\ui.py", line 287, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\core.py", line 2649, in interact
    repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\core.py", line 3033, in interact_core
    root_widget.visit_all(lambda i : i.per_interact())
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\core.py", line 511, in visit_all
    d.visit_all(callback)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\core.py", line 511, in visit_all
    d.visit_all(callback)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\core.py", line 511, in visit_all
    d.visit_all(callback)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\screen.py", line 424, in visit_all
    callback(self)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\core.py", line 3033, in <lambda>
    root_widget.visit_all(lambda i : i.per_interact())
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\screen.py", line 434, in per_interact
    self.update()
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\screen.py", line 619, in update
    self.screen.function(**self.scope)
  File "game/RPG framework/rpg_combat.rpy", line 1157, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1157, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1215, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1216, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1097, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1097, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1115, in execute
  File "game/RPG framework/rpg_combat.rpy", line 1151, in execute
  File "game/RPG framework/rpg_gui.rpy", line 603, in execute
  File "game/RPG framework/rpg_gui.rpy", line 603, in execute
  File "game/RPG framework/rpg_gui.rpy", line 650, in execute
  File "game/RPG framework/rpg_gui.rpy", line 651, in execute
  File "game/RPG framework/rpg_gui.rpy", line 656, in execute
  File "game/RPG framework/rpg_gui.rpy", line 656, in execute
  File "game/RPG framework/rpg_gui.rpy", line 736, in execute
  File "game/RPG framework/rpg_gui.rpy", line 738, in execute
  File "<screen language>", line 738, in <module>
KeyError: u'islands'

Windows-8-6.2.9200
Ren'Py 7.0.0.196
 0.6.0
Mon Jun 25 20:14:56 2018
Game crashed during combat
Spoiler:

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/script.rpy", line 1536, in <module>
  File "game/RPG framework/Core/enviroment.rpy", line 801, in getActions
  File "game/RPG framework/Core/character.rpy", line 753, in getAction
  File "game/RPG framework/rpg_combat.rpy", line 309, in execute
  File "game/RPG framework/rpg_combat.rpy", line 309, in execute
  File "game/RPG framework/rpg_combat.rpy", line 311, in execute
  File "game/RPG framework/rpg_combat.rpy", line 337, in execute
  File "game/RPG framework/rpg_combat.rpy", line 338, in execute
  File "game/RPG framework/rpg_combat.rpy", line 346, in execute
  File "game/RPG framework/Core/enviroment.rpy", line 715, in predictDamage
  File "game/RPG framework/Core/skills.rpy", line 1918, in predict
  File "game/RPG framework/Core/skills.rpy", line 1901, in damageSP
AttributeError: 'Boragrub1' object has no attribute 'sp'

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

Full traceback:
  File "game/test.rpyc", line 49, in script call
    H��Y3"u��i!��b����Zf�H���|c��oH�����S��h�4B
  File "game/script.rpyc", line 1524, in script
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\ast.py", line 862, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\python.py", line 1912, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/script.rpy", line 1536, in <module>
  File "game/RPG framework/Core/enviroment.rpy", line 801, in getActions
  File "game/RPG framework/Core/character.rpy", line 753, in getAction
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\exports.py", line 2710, in call_screen
    rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\ui.py", line 287, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\core.py", line 2649, in interact
    repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\core.py", line 3033, in interact_core
    root_widget.visit_all(lambda i : i.per_interact())
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\core.py", line 511, in visit_all
    d.visit_all(callback)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\core.py", line 511, in visit_all
    d.visit_all(callback)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\core.py", line 511, in visit_all
    d.visit_all(callback)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\screen.py", line 424, in visit_all
    callback(self)
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\core.py", line 3033, in <lambda>
    root_widget.visit_all(lambda i : i.per_interact())
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\screen.py", line 434, in per_interact
    self.update()
  File "C:\Users\AlphaRig\Downloads\planet-stronghold-2-demo\renpy\display\screen.py", line 619, in update
    self.screen.function(**self.scope)
  File "game/RPG framework/rpg_combat.rpy", line 309, in execute
  File "game/RPG framework/rpg_combat.rpy", line 309, in execute
  File "game/RPG framework/rpg_combat.rpy", line 311, in execute
  File "game/RPG framework/rpg_combat.rpy", line 337, in execute
  File "game/RPG framework/rpg_combat.rpy", line 338, in execute
  File "game/RPG framework/rpg_combat.rpy", line 346, in execute
  File "<screen language>", line 346, in <module>
  File "game/RPG framework/Core/enviroment.rpy", line 715, in predictDamage
  File "game/RPG framework/Core/skills.rpy", line 1918, in predict
  File "game/RPG framework/Core/skills.rpy", line 1901, in damageSP
AttributeError: 'Boragrub1' object has no attribute 'sp'

Windows-8-6.2.9200
Ren'Py 7.0.0.196
 0.6.0
Mon Jun 25 21:46:05 2018
Other notes:

1) Some status effects icons like Miles' Weakness work but the status effect icon isn't visible
2) Some lines of text are too long for the screen to handle
3) It would be nice if preview of skills are viewable at all levels rather than just the current and next level. It make it easier to plan your builds.

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DarkWolf
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Posts: 297
Joined: Sun Jan 10, 2016 10:26 pm

Re: PS2 prototype

Post by DarkWolf » Tue Jun 26, 2018 3:12 am

- For some reason Rumi's heal can only be used on herself, I am pretty sure that is a bug.
- Boos fight is too easy even in hard mode as all you need to do is use charm and he will be just a sitting target.
- Forth battle on the other hand (The one you fight against 6 enemies) is way too hard, even in easy I could at best kill two of them before losing. (If there was a way to revive party members , witch is what Rumi's heal is suppose to do there just might be some chance to win it, but this way, unless I am doing something terribly wrong, there is no chance to win that battle.)
- The skills on the left are a bit confusing, I can't really tell what's a difference between them, true I am amusing this will be properly explained in some tutorial in full game.

Other then that, seems like a fun system. Might play around with it, test other skills, etc. a bit more latter. Right now I am pissed of for getting killed by those 6 worms 10 times in a row :oops:

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jack1974
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Re: PS2 prototype

Post by jack1974 » Tue Jun 26, 2018 7:11 am

Haha thanks valuable feedback. First crash of Jaeger is some problem with one of the skills you pick for your protagonist but I haven't found yet which one :( sadly the error message is completely wrong (reports a wrong thing not related to it) so it's hard to know.
The other one is simply because I forgot to rename SP into PP in some place (the SP was used in the fantasy RPGs).
Lol at charming the boss, that of course shouldn't be possible!
About the other issues more or less was aware about them, like the healing only on Rumi (another mystery since I didn't set it that way).
The skills on the left are basically all the various firing options and change depending which weapon are you using. Of course I'll add a proper tutorial (probably I should do it now).
About this "It would be nice if preview of skills are viewable at all levels rather than just the current and next level." I am not sure how to implement it at GUI level, maybe I'll add some sort of button to see the full skilltree, even if for all skills each level adds more power in practice.

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jack1974
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Re: PS2 prototype

Post by jack1974 » Tue Jun 26, 2018 8:32 am

Image
OK at least this thing was easy to do :mrgreen:

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DarkWolf
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Posts: 297
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Re: PS2 prototype

Post by DarkWolf » Wed Jun 27, 2018 1:01 am

- Disarm doesn't work, enemy still attacks next turn.
- Damien's time bomb can't be used, icon simply doesn't aspire even if you do have a skill.
- Auto equip doesen't seem to work.
- Regardless of witch difficulty you choose at beginning in options it will always be in normal mode in options at begging.
- Some Items/skills/statuses of monsters are ridiculously unbalanced, for example Good Flashing Asult Rifle will only ever do 1 damage to the six worms in 4th battle despite being lvl 4, refined normal medium armor will only ever take 1 damage from them, in boss battle all weapons ever seem to make only 1 damage while Milo's toxins on max lvl will make 26.
While the first time I stood no chance against those worms in battle 4 even on easy now I had no problem beating them in hard just because of different equipment/skills even true both times I equipped all lvl 3/4 items.

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jack1974
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Re: PS2 prototype

Post by jack1974 » Wed Jun 27, 2018 6:24 am

Thanks will check, but what you mean by auto equip doesn't seem to work? I use it all the time so that's strange !
Yes that 1 damage was the issue I was referring to in the development thread. The only solution if I want to keep the damage = attack - defense formula is to raise the HP a lot, so the weapons will always do more than 1 damage.
You used still the first version right? I did an update yesterday because indeed I found that in the random item generator I had too much "variation" for the values, so the same rare item could have either 5 or 10 damage, and +5 more damage makes a lot of difference.

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DarkWolf
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Re: PS2 prototype

Post by DarkWolf » Wed Jun 27, 2018 7:18 am

When you click on some item above items says auto equip available items, but I don't see anywhere to click for auto equip, I tried just clicking on text but nothing happens and I don't see any button for it anywhere.
No, I used the second version, there's still differences in weapons like those:

Image
Image

The first one will always do just 1 damage while the second one around 20-30, but in boos fight they both do just 1 damage.

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jack1974
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Re: PS2 prototype

Post by jack1974 » Wed Jun 27, 2018 7:52 am

The auto-equip works like my other RPGs :) In practice shows all the items that the character can equip in the selected slot. Then you click on one of the list and will show below (comparison, like SOTW etc). To equip there's the equip button in the place where you see the "unequip" one in your screenshots.

As for the different damage is because one is an assault rifle, the other is a sniper rifle: assault rifles can fire many times in a turn, while sniper fire just once and have long delay (speed 9 means is much slower than speed 40).

The main issue is that if the enemy had 0 defense it would work fine, like:
Sniper Rifle = 30 dmg but maybe enemies take 2 moves since character is slow
Assault Rifle = 9 dmg x 5 = 45 dmg (some misses due to low accuracy so in the end damage could be about same level as sniper rifle)

the problems appear when enemy have even only 8 defense, so each shot of assault rifle does 1 dmg (9 - 8 = 1) while the sniper still does damage (30-8= 22 dmg).
This is the main problem I'm facing now. While using the assault rifle it destroys the target's armor, something you can't do with sniper (each shot reduces Resilience of armor) it still looks bad for players to get 1 damage for 5 times in a row :lol:

So I need to find a way to solve this, which could be simply bump up the HP and lower the defense or even change the damage formula. Once I figure this out, the weapons values are fine I think.

Troyen
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Re: PS2 prototype

Post by Troyen » Wed Jun 27, 2018 8:54 am

Is there any particular reason the average non-boss enemy would ever have a defense value higher than the player's damage value? I'd expect shooting for 1 damage to only happen on an intentionally hard fight. Remember in PS1 mobs would die in about 2-4 hits on average.

It's okay to have a specific type of enemy with super high defense like those crystal people from PSCD or maybe the strong rock people I can't remember or specific warrior types, but that should be the exception. You'd want a variety of combat encounters to make sure all the classes can shine.

And if that means bump up enemy mob hp to compensate for lower defense, so be it.

(I can't actually try the prototype, says "no compatible downloads found".)

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