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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Sun Jul 13, 2008 12:34 am    Post subject: Reply with quote

Unfortunately in that village there doesn't seem to be any repeatable quests and all the quests just give 30 experience and no money there.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Sun Jul 13, 2008 12:48 am    Post subject: Reply with quote

Other than getting wool, mining shouldn't be too big deal. It allows you to pay for inn costs, get your weapons and armor, and allow you to buy healing items. The sooner you get your weapons upgraded to fight randoms, the sooner mining becomes less painful and more profitable.
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
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PostPosted: Sun Jul 13, 2008 1:02 am    Post subject: Reply with quote

Strength doesn't really have to do much with how fast you can mine, since you can just run away every battle. But the main problem is that you always have to go back to the mining places to earn some money, you can't go somewhere new while earning money... I'd rather see quests giving more money so that I get rewarded for doing something new rather than getting rewarded for running around the same circle again and again...

Besides I only complained about the wool price to begin with. XD


I still wanna know how to learn Overgrowth and Rage, though. x-x
I'm really curious how that system works at all, since battle scripting doesn't exist yet...
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Newbie_Power




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PostPosted: Sun Jul 13, 2008 1:51 am    Post subject: Reply with quote

Quote:
Strength doesn't really have to do much with how fast you can mine, since you can just run away every battle.
It doesn't affect the speed of mining, it makes battles less annoying if you choose to fight them, as well as being one less thing you have to buy off your list, so after you get your armor, you can begin making profits off of sold ores.

Quote:
I'd rather see quests giving more money so that I get rewarded for doing something new
This is a good point. Just change the reward from EXP to Gold.

Quote:
rather than getting rewarded for running around the same circle again and again...
The mining system is balanced, because it helps minimize the time spent leveling up, ensures that you don't accidentally build up too much gold, and really isn't that difficult to do. It's not there to replace quests, it's there to replace gold from random battles (and even then, there are some encounters that give you gold, you just have to figure out where they are on your own).

Quote:
Besides I only complained about the wool price to begin with. XD
Not really. Your wording suggested you didn't know you could sell ores. I was not the only one that play tested the game, so I had assumed the others that did had no problem with the wool price.

Quote:
I still wanna know how to learn Overgrowth and Rage, though. x-x
I'm really curious how that system works at all, since battle scripting doesn't exist yet...
1) Probably a bug.
2) Tags.
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Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Sun Jul 13, 2008 9:04 am    Post subject: Reply with quote

There is a repeatable quest in every city. Winter Haven's is not posted on a sign, but that is pretty much it.

Confirmed and fixed:
Quote:
- in the status descriptions you are missing a space in the Accuracy line, so it has the same length as the other lines
- in the first house a wall is missing next to the eastern window
- in the guide you explain the MP% status, but it's not displayed in the status window, on the other hand "Hits" is displayed on the status window, but not in the description
- when you return to derf's house 'later' one of the stones or above the hero sprites
- in the first village the houses are very narrow, someone the NPCs can get in your way so that you get stuck... I had to wait 5 minutes until I could exit the house...
This has been fixed, and it was only apparent in one house.
- in the first cave-part of the mountains there's a wall on the left side of a bush but nowhere else (you usually can walk ontop of all the bushes)
- right of the first coins in that cave a wall is missing
- splint armor is equipped at the wrong position (arms instead of body)
- after taking the second coins in the cave there is still an invisible wall were they used to be
Quote:
- in the second forest some grass tiles are above the heroes, some other grass tiles have invisible walls

That is what I get for using default passability and completely redoing that map's graphics several times. However, it has been fixed now.

Misc:
Quote:
- I can walk on one tile of the earthquake crack near the starting house on the world map, don't know if that's intentional (sometimes the wallmapping seems a bit strange for me like I can't walk on some free spaces but I can walk on a crack like that)
This is open because you can later go inside. I guess I could have done that differently though.

Quote:
- the "Wanted!" quest shield for the strange sighting near the like can only be read once, I have seen the sighting already, but I haven't given it back to the responsible person yet, so it should still be readable until then...

Quote:
- in the town you reach then, again the problem that after reason the second 'wanted' sign you can't read it anymore, additionally you can walk over it after that

This is intentional, although it would probably make more sense for them to be readable until you turn it in. The non-repeatable wanteds are all like that.

Quote:
- if an encounter occurs when you start mining then you won't see the mineral after the battle anymore so it looks like you hit on nothing

Not sure what I can do about that. Those scripts are set to disable random enemies. I guess I could remove the foemap below the node npcs and it might fix that.

Quote:
- when I fight a battle on the world map a timer 0:00 appears, then derf's house disappears on the world map and can't be entered anymore
- when I fight a battle in the crack cave the 0:00 timer appears too and then the entrance opens again and you can leave

This is a flaw in the mining timer script. It handles one-time use npcs and these kind of things can happen. The problem here is that the timer should be long gone before you ever reach Derf or the Whaling Atrium cave. I have had the 0:00 appear on me several times and I do not know a way to fix that. Because it is too late to completely re-do the mining script, your best bet would be to save your game and restart the program any time this kind of thing happens. I know for a fact that the 0:00 thing doesn't always happen. You can also just make sure that the timer runs out in a mine to avoid these kinds of problems.

I appreciate you looking into these things for me and please let me know if you find anything else or have any other concerns.
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Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Sun Jul 13, 2008 9:42 am    Post subject: Reply with quote

I have uploaded a new version that has fixed all of the issues mentioned.
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Sun Jul 13, 2008 10:58 am    Post subject: Reply with quote

Meatballsub, can you please explain me how the monster-skill learning system works? Like what the chances are and if there is a way to raise them...

Oh and while we are at skills, Gluep learns his 6th skill before his 5th, why not exchange them?

Quote:
This is a good point. Just change the reward from EXP to Gold.

I agree.

Quote:
It's not there to replace quests, it's there to replace gold from random battles.

Well, the difference is that mining can only be done at certain places (= boring money earning after a while), while random battle are everywhere (= player can do whatever to earn his money).

Quote:
That is what I get for using default passability and completely redoing that map's graphics several times. However, it has been fixed now.

The trick is to design the maptiles and default possibility so that the wallmapping is automatically fully correct no matter how you combine the maptiles and no custom editing is needed. This way you can just select "reload default passability" and it's all fixed.

Quote:
This is intentional, although it would probably make more sense for them to be readable until you turn it in. The non-repeatable wanteds are all like that.

Yeah, I strongly suggest that you make them readable until you finished the quest. Either that or add those quests to the quest list like you do it with prospects. Also don't forget to put walls where those signs are.

Quote:
Not sure what I can do about that. Those scripts are set to disable random enemies. I guess I could remove the foemap below the node npcs and it might fix that.

Removing the foemap there is probably the best solution. I had the same idea.

Quote:
This is a flaw in the mining timer script. It handles one-time use npcs and these kind of things can happen. The problem here is that the timer should be long gone before you ever reach Derf or the Whaling Atrium cave. I have had the 0:00 appear on me several times and I do not know a way to fix that. Because it is too late to completely re-do the mining script, your best bet would be to save your game and restart the program any time this kind of thing happens. I know for a fact that the 0:00 thing doesn't always happen. You can also just make sure that the timer runs out in a mine to avoid these kinds of problems.

Can't you just use tags for one-time use NPCs instead of using the timer for that? It's kind of impossible to let the timer run out in a mine because the exit has this timer reset tile, so each time I exit the mine it'll be at 3:00 again...
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"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
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Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Sun Jul 13, 2008 11:46 am    Post subject: Reply with quote

Mining isn't the only way to make money. Again, there are wanted repeatables in every major town.

The enemy must use the skill in battle and Alan must be alive to learn the skill.

Quote:
Quote:
That is what I get for using default passability and completely redoing that map's graphics several times. However, it has been fixed now.

The trick is to design the maptiles and default possibility so that the wallmapping is automatically fully correct no matter how you combine the maptiles and no custom editing is needed. This way you can just select "reload default passability" and it's all fixed.


Serious? I know what the purpose of default passability is man. Things like this can happen sometimes though, especially when you go back and make renditions to previous work. It happens.

I'll try and get around to fixing the non-repeatable wanteds so that they are visible until completed, or maybe they will issue a piece of paper once you read them that allows you to go back to that text box. I will also work on fixing the foemap issues around the node npcs.

Quote:
Quote:
This is a flaw in the mining timer script. It handles one-time use npcs and these kind of things can happen. The problem here is that the timer should be long gone before you ever reach Derf or the Whaling Atrium cave. I have had the 0:00 appear on me several times and I do not know a way to fix that. Because it is too late to completely re-do the mining script, your best bet would be to save your game and restart the program any time this kind of thing happens. I know for a fact that the 0:00 thing doesn't always happen. You can also just make sure that the timer runs out in a mine to avoid these kinds of problems.

Can't you just use tags for one-time use NPCs instead of using the timer for that? It's kind of impossible to let the timer run out in a mine because the exit has this timer reset tile, so each time I exit the mine it'll be at 3:00 again...


Yeah, I can do that, but it will just require a whole lot of time to adjust. If I would have thought about this before it was released I certainly would have fixed it before then.

You don't have to neccesarily let it run out in a mine, because the only one time npc on the world map is Derf's House (which should not be affected by this problem anyways). After that point, you should safely be able to let the timer run out at any part of the world map. Letting it run out in towns was more of what I was talking about (although it shouldn't even effect towns much anyways).
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Sun Jul 13, 2008 1:07 pm    Post subject: Reply with quote

Hm, the repeatable quest in the second town is killing more monster in the mine. :-/

Quote:
The enemy must use the skill in battle and Alan must be alive to learn the skill.

How do you determine if an enemy used the skill or not? Is that possible? Also both Overgrowth and Rage have been used multiple times by now and I still didn't learn them. What is the chance?


Quote:
Serious? I know what the purpose of default passability is man. Things like this can happen sometimes though, especially when you go back and make renditions to previous work. It happens.

I'm just giving hints so it doesn't happen again. :p
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The Drizzle
Who is the Drizzle?




Joined: 12 Nov 2003
Posts: 432

PostPosted: Sun Jul 13, 2008 2:55 pm    Post subject: Reply with quote

Quote:
How do you determine if an enemy used the skill or not? Is that possible? Also both Overgrowth and Rage have been used multiple times by now and I still didn't learn them. What is the chance?


You can have attacks activate tags. So when they use overgrowth, it activates the tag "Learn overgrowth" and if the hero health is above 0 after the battle, then he will learn overgrowth.
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Mon Jul 14, 2008 9:39 am    Post subject: Reply with quote

Okay I tried the new version now, however...
- I can still not learn Regrowth and Fury (on the maps where I could learn them the 0:00 timer shows up, maybe it's related?)
- the wallmapping in the forest near the second town is still bugged, near the entrance some grass tiles still have a wall and in the center area some grass tiles are still overhead

New things I found:
- on the grass tile east to the mine is a wall
- only Gluep can equip the MP+20 Amulet, is this intentional? I saved up all the 250 gold just to buy it for the hero so I can cast heal more often and now only Gluep can equip it. :-/


Also I have no idea how to continue the game... I can't enter the mountains and I've already finished all the quests...
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Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Mon Jul 14, 2008 9:52 am    Post subject: Reply with quote

I am assuming that you are in Jersey. Always talk with all of the townsfolk, as several of them hint that you should check the tavern for some information. Going to the tavern and listening to the "gossip" opens up the Chulio Mountains.

If you aren't in Jersey, then please clarify where you are so I can help.
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Mon Jul 14, 2008 10:23 am    Post subject: Reply with quote

Oh now that you mention it, I didn't visit the Tavern yet because it looked like it'll cost money. XD
But I don't really want to continue with the game when I'm still missing the two skills. x-x
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Mon Jul 14, 2008 10:33 am    Post subject: Reply with quote

I'm going to talk Meat Ball Sub into fixing this bug, but you don't need those skills anyway. Just move on through the game, because it's more worth it to do that than to wait for the bug to be fixed (there is a reason for this).
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Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Mon Jul 14, 2008 10:47 am    Post subject: Reply with quote

Regrowth was not bugged. The saplings just hardly ever use the skill for some reason. However, I made it so it is the only attack they use when "alone" so it might be easier to gain.

Fury was indeed bugged. Can't beleive this wasn't caught beforehand. You should now be able to learn it in the Jersey Thicket or Chulio Mountains.

Uploading a new file shortly.
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