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Chapter 4 complete.
- Gibmaker
- 06/23/2012 07:05 AM
- 13169 views
I did not eat properly today. It was the impatient rage phase of game design. But well, ch 4 is complete?
( ̄ー ̄) http://rpgmaker.net/games/1378/downloads/3254/
It is time for another vacation from this project I think.
Remember, if you want you can now IMPORT YOUR SAVE FILE FROM CHAPTER 3, but there are a few notes:
- Due to a bug in an earlier version of the game, several of the "basic" psi talents that should have been released to training computers very early on never were. (Such as Cryokinesis, the basic offensive psi talent.) These will be automatically added to training computers if you import a game from v1.0.5.
- There have also been numerous other logs and ebooks added to previous chapters, which are also added to the log automatically when you import a game. FREE LOGS. WOW
- I modified combat so that enemies now die instantly when they take lethal damage, instead of waiting until the end of the current turn. This has thrown combat-end event triggers into turmoil. I feel I need to re-test the entire first three chapters again to make sure stuff isn't all screwed up, but I just don't have the stamina for this right now. So if anyone is starting from the beginning, or has a game saved well before the end of chapter 3, I'd be quite interested in your experience.
- I had all kinds of other important notes to say but I forget.
- Oh god it's 3 am.
- Did I mention I didn't eat properly today?
- Oh yeah. In a future version of the game I will add small animations that indicate any current statuses that characters and enemies have. This will make it more obvious that the "Parasitic Synthesis" skill is actually doing something. It "weakens" the target so that every attack done on them will get +7 damage.
- I think something is wrong with Elumir's auto-level-up since when he joins you he seems to have twice as much experience as your other characters. I also suspect that experience is getting dished out far too generously and I may have to scale it back. ಠ_ಠ
- I'm also starting to discover a flaw in this game's design, which is this: as your party grows and you increase each party member's pool of action points, it can start to take an entire minute to dispatch all your party's actions while the enemies all sit there and just take it. GONE IS THE BRISK BACK-AND-FORTH OF THAT FIRST BATTLE IN THE WASHROOM. I dunno.
THEN I HAVE TO SHIP COUNTER-PORTAL
( ̄ー ̄) http://rpgmaker.net/games/1378/downloads/3254/
It is time for another vacation from this project I think.
Remember, if you want you can now IMPORT YOUR SAVE FILE FROM CHAPTER 3, but there are a few notes:
- Due to a bug in an earlier version of the game, several of the "basic" psi talents that should have been released to training computers very early on never were. (Such as Cryokinesis, the basic offensive psi talent.) These will be automatically added to training computers if you import a game from v1.0.5.
- There have also been numerous other logs and ebooks added to previous chapters, which are also added to the log automatically when you import a game. FREE LOGS. WOW
- I modified combat so that enemies now die instantly when they take lethal damage, instead of waiting until the end of the current turn. This has thrown combat-end event triggers into turmoil. I feel I need to re-test the entire first three chapters again to make sure stuff isn't all screwed up, but I just don't have the stamina for this right now. So if anyone is starting from the beginning, or has a game saved well before the end of chapter 3, I'd be quite interested in your experience.
- I had all kinds of other important notes to say but I forget.
- Oh god it's 3 am.
- Did I mention I didn't eat properly today?
- Oh yeah. In a future version of the game I will add small animations that indicate any current statuses that characters and enemies have. This will make it more obvious that the "Parasitic Synthesis" skill is actually doing something. It "weakens" the target so that every attack done on them will get +7 damage.
- I think something is wrong with Elumir's auto-level-up since when he joins you he seems to have twice as much experience as your other characters. I also suspect that experience is getting dished out far too generously and I may have to scale it back. ಠ_ಠ
- I'm also starting to discover a flaw in this game's design, which is this: as your party grows and you increase each party member's pool of action points, it can start to take an entire minute to dispatch all your party's actions while the enemies all sit there and just take it. GONE IS THE BRISK BACK-AND-FORTH OF THAT FIRST BATTLE IN THE WASHROOM. I dunno.
THEN I HAVE TO SHIP COUNTER-PORTAL
Posts
author=sabin1981I hope it makes your boobs pop out.
WAHEY!!! Moar Set Discrepancy! I can't wait, thanks =)
author=kentonaD:
so is this game COMPLETE now??!1
I know you said you were gonna take a vacation from this but..
First wave of Chapter 4 bugs (ho ho ho) engage.
(Playing as continuation from save)
*Multiple copies of the same learnable talents and stuff appear in the training menu.
*Multiple copies of the same ebooks and logs seem to appear in the logs menu, also I just found the plague even though it was already in my logs.
*Using Psi-Amp from the "attack with which weapon?" menu results in a game crash ('Z - Task Executor 2' line 918: NoMethodError / undefined method branch_collapse for nil:NilClass )
*Shotgun can still only be used from inventory and not from attack menu (most persistent bug ever?).
*Ugh I got another game-crasher just after the crate-ey encounter when I was doing some random item management. I don't know for sure what tirggered it (screenshotted).
Oh man, my last save was like an hour ago ;_; Why did you do this to me :<<<<
(That scene was super cool, though :>)
First wave of Chapter 4 bugs (ho ho ho) engage.
(Playing as continuation from save)
*Multiple copies of the same learnable talents and stuff appear in the training menu.
*Multiple copies of the same ebooks and logs seem to appear in the logs menu, also I just found the plague even though it was already in my logs.
*Using Psi-Amp from the "attack with which weapon?" menu results in a game crash ('Z - Task Executor 2' line 918: NoMethodError / undefined method branch_collapse for nil:NilClass )
*Shotgun can still only be used from inventory and not from attack menu (most persistent bug ever?).
*Ugh I got another game-crasher just after the crate-ey encounter when I was doing some random item management. I don't know for sure what tirggered it (screenshotted).
Oh man, my last save was like an hour ago ;_; Why did you do this to me :<<<<
(That scene was super cool, though :>)
author=NewBlackOh. :(
I know you said you were gonna take a vacation from this but..
First wave of Chapter 4 bugs (ho ho ho) engage.
(Playing as continuation from save)
*Multiple copies of the same learnable talents and stuff appear in the training menu.
*Multiple copies of the same ebooks and logs seem to appear in the logs menu, also I just found the plague even though it was already in my logs.
*Using Psi-Amp from the "attack with which weapon?" menu results in a game crash ('Z - Task Executor 2' line 918: NoMethodError / undefined method branch_collapse for nil:NilClass )
*Shotgun can still only be used from inventory and not from attack menu (most persistent bug ever?).
*Ugh I got another game-crasher just after the crate-ey encounter when I was doing some random item management. I don't know for sure what tirggered it (screenshotted).
Oh man, my last save was like an hour ago ;_; Why did you do this to me :<<<<
(That scene was super cool, though :>)
Well the duplicate logs and talents is an artifact of using earlier versions. The errors that put the multiple copies into the log are fixed but they will still be there on your particular save file. CONSIDERING THIS IS A BENIGN BUG, LET'S JUST PRETEND IT NEVER HAPPENED.
And also there will purposely be several copies of each ebook to be found, because it's rather important that you have the whole set by the end of the game.
Wierd. The only error I got was because I forgot to reinstall the font. Other than that, nothing. I should check out that one chemical thing though.
author=ShadowSoldierXYou are only beginning to discover how evil I am.
YOU ARE EVIL FOR PUTTING THAT PUZZLE IN THERE
Well, I all ready finished some
- Various bugs reported by NewB having to do with selecting weapons using the enemy's "Attack" command are fixed.
- The event that blocks off part of Med/Sci with a decompression was missed if you were in battle when its timer ran out. This has been fixed. If this has happened in your game, the event will probably fire immediately when you reload your game in this version.
- A large number of toxin hypos were supposed to have been distributed around the module because of the many creatures present who inflict the toxin status. Amusingly, I made a typo in the item id# and it actually distributed more bugs instead of the hypos. Alas, this problem will not be remedied simply by updating to the newest version, so I give you permission to activate developer mode and use the "Spawn Element" command to spawn as many anti-toxin hypos as you want. (They are #122).
lol, I dropped all my anti-toxin and anti-rad hypos because I'm hardcore. (or more because I have Derichard rocking the psi-amp now). Also is this patch gonna be up for download? And developer mode? :O I don't remember knowing how to access such a thing :O (I don't want to cheat anyway, but now I'm intrigued).
Also do shotguns work yet?
EDIT: Regarding experience being dished out too easy, I'm not 100% sure it's too easy, especially with the new enemies like the swallowtail and the mechanic enemies. That said my MC kills pretty much everything thanks to upgraded guns, a level 5 wield stat and 3 turns per fight, (my other characters are support characters/pack mules/have more field-related skills instead/there to clear up what MC can't kill in three turns) toward the end of the previous installment I was looking pretty ludicrously overpowered and just winning entire encounters on MC's first set of turns (getting sweet one-hit kills with the shotty/maxed out pistol), but the start of chapter 4 has me encountering a degree of challenge in fights again. But I feel sorry for people who didn't make their MC carry nothing but guns and ammo and put all their points into combat.
PS: Some menus really need an optional "exit" command.. Waiting for Cambridge to walk back and forward between her default room position and a computer terminal three times because I want to use all three available security hacks is really irksome at times, I guess the same goes for the psi-amp menu, If I'm gonna decontaminate one party member I'm probably gonna wanna do that three times over (most of the time I move everyone together and that means everyone gets irradiated together :>) meaning three trips through the inventory, psi-amp menu, target selection, etc. ;_;
I'd say that psi-amp abilities should stay on target select until manually backed out by the player but that probably messes with your turn-based events system. (Indicators of statuses will be really useful for things like toxin/radiation too.) Computer terminals should definitely stay on the main menu until backed out by the player instead of having the same character walk across the room many times to do stuff. There are probably more similar menus and stuff like that I haven't encountered yet in the game but the same logic would probably apply across the board :x
(I complain because I care ;_;)
PPS:
Also do shotguns work yet?
EDIT: Regarding experience being dished out too easy, I'm not 100% sure it's too easy, especially with the new enemies like the swallowtail and the mechanic enemies. That said my MC kills pretty much everything thanks to upgraded guns, a level 5 wield stat and 3 turns per fight, (my other characters are support characters/pack mules/have more field-related skills instead/there to clear up what MC can't kill in three turns) toward the end of the previous installment I was looking pretty ludicrously overpowered and just winning entire encounters on MC's first set of turns (getting sweet one-hit kills with the shotty/maxed out pistol), but the start of chapter 4 has me encountering a degree of challenge in fights again. But I feel sorry for people who didn't make their MC carry nothing but guns and ammo and put all their points into combat.
PS: Some menus really need an optional "exit" command.. Waiting for Cambridge to walk back and forward between her default room position and a computer terminal three times because I want to use all three available security hacks is really irksome at times, I guess the same goes for the psi-amp menu, If I'm gonna decontaminate one party member I'm probably gonna wanna do that three times over (most of the time I move everyone together and that means everyone gets irradiated together :>) meaning three trips through the inventory, psi-amp menu, target selection, etc. ;_;
I'd say that psi-amp abilities should stay on target select until manually backed out by the player but that probably messes with your turn-based events system. (Indicators of statuses will be really useful for things like toxin/radiation too.) Computer terminals should definitely stay on the main menu until backed out by the player instead of having the same character walk across the room many times to do stuff. There are probably more similar menus and stuff like that I haven't encountered yet in the game but the same logic would probably apply across the board :x
(I complain because I care ;_;)
PPS:
Hacking and packing up a sentry turret was the happiest moment of my SD life, how long have you been able to do this? D:
Seriously, if something can go wrong - the odds are it already has and I just hadn't noticed yet. Sorry Gibmaker, but I'm going to have to be a pain in the arse again;
I can't play! :| I started over afresh in order to get the full experience and everything was working fine right up until I got the wrench in the combat tutorial. Heading down to SanFac A2, punching in the 5555 code and entering combat with the Creature. I kill it, the game tells me not to forget to use healing items when needed... and that's it. Nothing. I'm locked in combat "mode" even though the creature is dead and because it's "dead" I can't attack or select anything. If I leave the room my MC says "I can't leave that thing in there alone!" and that's all she wrote. Going back in doesn't do anything, running around the base doesn't do anything -- the game has just stopped. After a few screens of running around, the creature disappears from SanFac A2 but still nothing else happens.
:(
I can't play! :| I started over afresh in order to get the full experience and everything was working fine right up until I got the wrench in the combat tutorial. Heading down to SanFac A2, punching in the 5555 code and entering combat with the Creature. I kill it, the game tells me not to forget to use healing items when needed... and that's it. Nothing. I'm locked in combat "mode" even though the creature is dead and because it's "dead" I can't attack or select anything. If I leave the room my MC says "I can't leave that thing in there alone!" and that's all she wrote. Going back in doesn't do anything, running around the base doesn't do anything -- the game has just stopped. After a few screens of running around, the creature disappears from SanFac A2 but still nothing else happens.
:(
Well, the patch was uploading while I made that post. So it's there now.
AND THE SHOTUNGS DO WORK NOW.
Thank you for the suggestions. I 100% want to make the interface easy to use and frustration-free. But coding is hard. Q_Q
AND THE SHOTUNGS DO WORK NOW.
Thank you for the suggestions. I 100% want to make the interface easy to use and frustration-free. But coding is hard. Q_Q
author=NewBlack
PPS:Hacking and packing up a sentry turret was the happiest moment of my SD life, how long have you been able to do this? D:
For a while? Lately though I made the rolls for slug turrets easier because they're pretty namby-pamby by chapter 4.
author=sabin1981Sigh. I knew it. :( I messed with combat structure and now the whole game is undone.
Seriously, if something can go wrong - the odds are it already has and I just hadn't noticed yet. Sorry Gibmaker, but I'm going to have to be a pain in the arse again;
I can't play! :| I started over afresh in order to get the full experience and everything was working fine right up until I got the wrench in the combat tutorial. Heading down to SanFac A2, punching in the 5555 code and entering combat with the Creature. I kill it, the game tells me not to forget to use healing items when needed... and that's it. Nothing. I'm locked in combat "mode" even though the creature is dead and because it's "dead" I can't attack or select anything. If I leave the room my MC says "I can't leave that thing in there alone!" and that's all she wrote. Going back in doesn't do anything, running around the base doesn't do anything -- the game has just stopped. After a few screens of running around, the creature disappears from SanFac A2 but still nothing else happens.
:(
I will probably have to look into this tomorrow.
:(:(:(:(:(:(:(:(:(:(:(:(
So is this something that only affects new games? NewBlack doesn't seem to be having an issue, since he carried on from the Chapter3 save from 1.0.5. Oh and the "debug" switch doesn't work on the game.exe shortcut either, game refuses to load after stating "failed to load script"
Either way, I don't envy you sir.. this sounds like a right PITA. Good luck! >_>
Either way, I don't envy you sir.. this sounds like a right PITA. Good luck! >_>
Oh my god chapter 4 the world is a good place again. :)
Re-testing from the beginning, because I am a champ like that (and because I deleted my old save.)
edit: oh my god. I'm sorry my gripes about the application of damage at the end of combat borked things up so badly. I'll hold off until the first bugfix gets implemented, and then I'll start from chapter 1.
Re-testing from the beginning, because I am a champ like that (and because I deleted my old save.)
edit: oh my god. I'm sorry my gripes about the application of damage at the end of combat borked things up so badly. I'll hold off until the first bugfix gets implemented, and then I'll start from chapter 1.
Ok, well I couldn't just let it be, knowing that there were still critical bugs. So, new version uploaded.
Evidently this combat event failure thing was only affecting a few events in the game that had been implemented rather crudely, such as that very first monster ... It is fixed, I hope. :]
Evidently this combat event failure thing was only affecting a few events in the game that had been implemented rather crudely, such as that very first monster ... It is fixed, I hope. :]
Okay, sorry again.. but it's still not working, or rather; it's better, but not perfect. I can leave a room and leave combat mode after a battle - but going back into the room with the dead enemies puts me back into combat mode, meaning I can't loot/activate anything. Honestly, with the hassle the combat change causes - it would probably be better to just leave the enemy death states to update as it used to, once all enemies are dead.
It's playable-ish right now, though without being able to loot corpses or - if unlucky enough to fight in a room with a plot/progression-centric item - being unable to access doors, switches, boxes or crates, the game would become impassable after a while.
(oh and I STILL love your awesome random map generator, it's a fantastic idea that adds longevity to an already quite beefy game)
~edit~
Wait, never mind... ignore that. It seems like it was only the FIRST combat. I'll keep testing.
It's playable-ish right now, though without being able to loot corpses or - if unlucky enough to fight in a room with a plot/progression-centric item - being unable to access doors, switches, boxes or crates, the game would become impassable after a while.
(oh and I STILL love your awesome random map generator, it's a fantastic idea that adds longevity to an already quite beefy game)
~edit~
Wait, never mind... ignore that. It seems like it was only the FIRST combat. I'll keep testing.
Unless setting things back to the way they were will bork everything further, I fully endorse switching back to the old way of handling combat and damage. This is looking like a lot of work in order to fix something that was mostly just a quibble on my part. Plus, damage only landing at the end of combat allows for last-second medkit saves, which can sometimes be a critical part of mid-game battle strategy.
author=sabin1981Yes, the first encounter is still wonky. I'm glad that it works in general though.
Wait, never mind... ignore that. It seems like it was only the FIRST combat. I'll keep testing.
author=kumadaWell, it's that way only for enemies at this point. Players still wait to die at the end of the turn. Except if you kill the last enemy in a combat encounter, in which case it automatically skips the rest of the current turn, which yes results in instant death. I take it this has happened? Perhaps I should add an exception that keeps you in the current turn if a character is about to die. And no it's not just a quibble, I changed it because I feel it's more visceral and rewarding this way. :3
Unless setting things back to the way they were will bork everything further, I fully endorse switching back to the old way of handling combat and damage. This is looking like a lot of work in order to fix something that was mostly just a quibble on my part. Plus, damage only landing at the end of combat allows for last-second medkit saves, which can sometimes be a critical part of mid-game battle strategy.