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Post by treasonwall on Aug 21, 2011 11:22:51 GMT -5
Just started the new version. I'll report every bug I stumble upon. Well, we're off to to a tough start:
-Not sure if this intentional, but the small grass tiles here and there in Tyr-Anon forest are impassable, making the place slightly more complicated to navigate through.
-At the secret dock: some tiles appear completely white which I think looks kind of weird, and more importantly the grey line is impassable, making the boat unreachable. Which means it's impossible to continue the game.
-Entering the Secret Dock map (i think) made the CMS permanently disappear. Going in and out of the cave does nothing to restore it this time around.
-I never noticed, but Brad says "seems like I need guide" instead of "a guide"
Unrelated side note: I'm liking all the small plot/dialogue improvements so far. The update sheet made no mention of those.
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Post by DJC on Aug 21, 2011 12:04:16 GMT -5
This is what I get for not testing. I'll have to fix these errors and put up updated versions.
There aren't many dialog changes, just at the very beginning before I realized I didn't have the time to carry through all the additional content and adjustments I wanted to make.
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Post by DJC on Aug 21, 2011 12:55:32 GMT -5
Apply the v3.25 patch (again if you already did) and it should fix these errors.
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Post by treasonwall on Aug 22, 2011 2:09:55 GMT -5
Hmmm not sure if those are intended or not:
-After exiting the Skill Shard system in Gerovitus's interrogation room, the Tyr-Anon castle BGM resumed.
-When I got defeated by Gargoyles, I got a Game Over instead of a purgatory teleportation.
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Post by DJC on Aug 22, 2011 12:07:39 GMT -5
Hmmm not sure if those are intended or not: -After exiting the Skill Shard system in Gerovitus's interrogation room, the Tyr-Anon castle BGM resumed. -When I got defeated by Gargoyles, I got a Game Over instead of a purgatory teleportation. First one is a consequence of the design of the castle where multiple rooms exist on the same map. The Game Over in gargoyle rooms is intentional, just like in Beomaust's Lair. There's a special encounter system rather than random encounters that use the universal Purgatory handler on defeat.
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Post by treasonwall on Aug 23, 2011 4:54:23 GMT -5
Something weird happened. I tried to start the game and it failed to open the file "horses.jpg". Then I re-tried and never ran into this problem again.
Other than that, isn't it a little weird that the battle background for bridges in Golem's Pass is a plain ?
Also, the CMS disappeared again after the Charybdis fight but the World Map brought it back.
Two more: -after the Bog Devil fight, the HUD says Journal Update but the actual journal page does not update.
-For some reason, after Biggs died, Wedge kept using almost nothing but cure over and over again.
Side note: It's now official, Charybdis is a total joke. It's like the third time in a row that I notce how incredibly easy he is compared to the first three bosses...
By the way, the patch notes say "Blackguard sprites more graphically consistent with Brad's armor", but l'm not noticing any difference.
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Post by DJC on Aug 23, 2011 12:34:24 GMT -5
Something weird happened. I tried to start the game and it failed to open the file "horses.jpg". Then I re-tried and never ran into this problem again. Sounds like one of those rare and weird engine bugs I cannot account for. I'll add these oversights to the list. He's probably designed to try and heal Biggs when he's low on HP but then when he's dead gets stuck in that pattern. I'll likely just remove the skill. Are you using Brad's magic? That definitely makes this an easy battle. I didn't change anything with Charybdis in the last several versions, but I can look into it. It's probably not very apparent, but the Blackguard at Eridwell now has armor more similar to Brad, it's just not blue plate. I was thinking about changing Brad's to black, but it looked too dull and would have required editing the battle sprites.
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Post by treasonwall on Aug 23, 2011 13:23:52 GMT -5
Yes I did use lightning. I don't really see the point of purposefully restricting what skills I should use, that would not account for the actual difficulty of the game. Unless I did an entire run on this principle which is a totally different story. That's just my own way of doing things though.
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Post by DJC on Aug 23, 2011 16:37:01 GMT -5
Yes I did use lightning. I don't really see the point of purposefully restricting what skills I should use, that would not account for the actual difficulty of the game. Unless I did an entire run on this principle which is a totally different story. That's just my own way of doing things though. I believe I designed the Charybdis fight not to have players restrict skill use, but to make it blatantly obvious how powerful exploiting enemy weaknesses can be. It's pretty early in the game, so I thought to use it as an opportunity to try and demonstrate to players the effectiveness of smart tactics. Same thing with the battle against Ull, who is weak versus fire.
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Post by Guest on Aug 24, 2011 6:03:09 GMT -5
And there is a typo I found. When Brad and Glen find the seal in Tyr-Anon in the beginning and Altair finds them, Altair says "This man is the leader of their gang. Without them they are vulernable." It should be vulnerable.
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Post by treasonwall on Aug 24, 2011 7:44:27 GMT -5
During the whole of Glen's scenario in Seraphia, Justin and Meredith's horses looked like blinking yellow/green squares, and Vetu's looked like a blinking Aetherius. I have no idea wether or not this has any connection to the starting issue I ran into the other day, as this has never happened to me before.
Also, after killing the Air Marshall in the Mirage, his body, instead of turning into a corpse and then disappearing, teleports closer to the staircase leading to the bridge and remains there forever.
Edit: The battle backround for bridges in Bridelveil Mountains is also a plain. I'm statring to wonder if that's the default RM2K3 option. If it is, it doesn't make a whole lot of sense.
Another thing: sometimes, Sphinxes use nothing but Price of Gold over and over. Other times they don't. I don't get it.
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Post by DJC on Aug 24, 2011 11:59:52 GMT -5
And there is a typo I found. When Brad and Glen find the seal in Tyr-Anon in the beginning and Altair finds them, Altair says "This man is the leader of their gang. Without them they are vulernable." It should be vulnerable. There's probably a significant amount of typos or incorrect word usages all over the place. It's easy enough to fix them when reported in single instances, but unfortunately the game script isn't centralized or able to be spell checked. At least not using the RPG Maker engine.
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Post by DJC on Aug 24, 2011 13:04:58 GMT -5
During the whole of Glen's scenario in Seraphia, Justin and Meredith's horses looked like blinking yellow/green squares, and Vetu's looked like a blinking Aetherius. I have no idea wether or not this has any connection to the starting issue I ran into the other day, as this has never happened to me before. Not sure how this happened, but the file in question was overridden at some point and is indeed missing the graphics for those characters riding horses. Took me awhile to figure this one out, but in the end it was simply a change graphic command sent to the wrong event. The Air Marshall was disappearing, but the corpse of a previously defeated enemy then turned into an Air Marshall. Unless otherwise assigned, all tiles by default use the first battle background on the list. In this case, that is the background for a plain battle. By Bridelveil Mountains, do you mean Internus Vorago, Periculum, or Quercetum Woods? Sphinx skill Price of Gold is definitely wrong. Probably a remnant from when I was debugging the skill and wanted them to use it every turn. Try applying the v3.25 patch again to fix these errors.
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Post by treasonwall on Aug 24, 2011 14:38:10 GMT -5
It was Periculum. I just forgot that name for a while.
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Post by treasonwall on Aug 25, 2011 8:05:45 GMT -5
I'm going from memory so l'm not a hundred percent sure about this one, but l think the first room in Popugnaculum tower is devoid of any treasure, making the dodging of all the lights entirely pointless.
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