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Messages - JeenLeen

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Telepath Tactics Bugs / Re: The alpha demo bug reporting thread
« on: September 30, 2013, 08:20:51 AM »
I found a bug where, if a Lizardman swims out of lava, two things:
1) he uses a 'spell casting' motion, which I imagine is just because he doesn't have a 'swim' action yet
2) after he moves, a black after-image of him appears near the square he was on.  The game could continue normally, but later on the afterimage vanished.

This happened on the large local match map where it's mostly wooden tiles with lava underneath.  (Sorry, but I'm away from my main computer and so I don't recall the name nor do I have a screenshot.)

Telepath Tactics Bugs / Re: The alpha demo bug reporting thread
« on: September 21, 2013, 05:37:20 PM »
My spriggat equipped the item to get the Grapple Pull ability, and used it as pictured in the screenshot on the enemy Lizardman.  Game froze... I reckon because the enemy had to fall through my unit to hit the water.

Telepath Tactics Bugs / Re: The alpha demo bug reporting thread
« on: September 09, 2013, 07:46:06 PM »
Version 0.455.361

On a random battle on Donut Tower, I used Kinetic Gust to blow an enemy lizardman off the tower.  When it came to the Lizardman's turn (i.e., turning enemy AI turn, the map centered on the lizardman), the game froze.  Hitting F1+Resume didn't help, but eventually (maybe because of hitting it again; not sure) I got control of the enemy Skiakineticist (sp).  Trying to hit the Action button did nothing, but after I moved him, the enemy AI took over.  (Interestingly, the enemy unit moved towards my team.  It wasn't close enough to attack me, though, so I don't know if it would have or not.)

On the next enemy turn, the Lizardman was the last enemy unit to go, so I couldn't get it to go to my turn like before (by moving another unit, I guess).  I hit F1 + Surrender, and Team 2 (enemy AI) surrendered, making my team the winner.

Have other folk run into bugs like this?  I hope it's not something just with my machine, but I haven't seen anyone else post a similar bug.  Also, I know some I've posted have been variations of the same thing, so I hope it's not redundant or annoying; they seem different aspects or slightly different versions.  (Like this compared to the enemy AI freezing up after using items, in the past.)

Screenshot: enemy Skiakinetcist is being controlled by me, and I'm trying to hit the Actions.  You can see the lizardman the game glitched on in the lower-left.

Telepath Tactics / Re: Aquatic Movement
« on: September 05, 2013, 01:16:15 PM »
I do think it would be interesting to be able to attach use conditions to attacks (i.e. attacks only available when a character is in water, lava, or both or at 0 energy. Essentially a hyperextension on "dependsUpon"), although I think would be difficult to implement in a manner both effective and understandable.

If someone wanted to, this could also allow 'Limit Break' type attacks for characters at really how health.  I don't think I would like that in a tactical game like this, but I could see it being interesting.  I guess, moreso, I'd dislike it if a weak foe suddenly got a more powerful attack, although it could be a cool way to have a boss 'power-up' at low health.
As the system stands now, could one write a script that activates when so-and-so's health is at or below a certain number, and at that point give them bonus powers or stats?  (Could really backfire if you heal the boss and damage them again  :P)

Telepath Tactics / Re: Telepath Tactics - opinions
« on: September 04, 2013, 08:44:38 AM »
I don't know if this would be good or not, but should area attacks damage the terrain?  Or an ice blast against an enemy in water also turn the water to ice?  (Although the latter raises questions of if the person is now just on ice or if they should have some sort of 'stuck' status.)

For example, in the local match map where the majority of the map is wooden (damagable) panels, it makes sense to me that some of the psi attacks that hit an area should damage the panels people are on as well as those that they are not on.  I could see the question of whether it's worth damaging panels in order to hit an enemy as an interesting tactical aspect, as I could cut myself off from a path if I hit a given foe.  I'm not sure if non-area psi attacks should also damage the ground (could see it either way, depending on how you want to make the 'fluff' of the power).

Also, if it would be possible to target terrain someone is on instead of the person, that could be nice.  (Break the ice or a floor someone is on, even with a sword, and send them into water or lava.) I could see it being too annoying to be worth it, though, either on the coding end or from a player perspective, depending on how we choose which to hit.

Overall, great game and I'm enjoying seeing the tactical aspects come to light. 

Telepath Tactics Bugs / Re: The alpha demo bug reporting thread
« on: September 04, 2013, 08:10:24 AM »
JeenLeen: those dodges happened because the attacker was standing on Ice; Ice tiles lower an attacker's accuracy by 20 points. Not a bug. :)

Edit: at the end of the mission, Emma and Sabrina lost the ability to use Pull and Shove after a few uses.

When you say "at the end," do you mean this happened during the loot collection mode?

Ah; did not know ice did that.  That explains it  :)

Yes, I mean during the loot collection mode.  I forget exactly what I did, but one of them was only able to use it once (I think a Shove), while the other could Pull a few times.  I'm pretty sure I never used Shove with the other one, only used Pull, but maybe I misclicked and hit Shove by mistake.  It seems odd that I could Pull a few times, but then it goes away.
While I'm typing and thinking, if you can pull an item bag (I haven't tried), that would allow one to get that item bag that was stuck under the stairs.

Telepath Tactics Bugs / Re: The alpha demo bug reporting thread
« on: September 03, 2013, 01:57:47 PM »
Not sure if this counts as a bug or not, but I notice the Lizardmen I fight never use their status-affliction powers.  They just their basic attack.  (Or maybe they used it sometimes and I forgot, but in the last few battles I've fought, I haven't seen it and there's no real tactical reason not to besides saving energy... which they don't have another use for.)  Similarly, the Assassins do not use Leap to reach/backstab their enemies.  (I haven't been in a situation where they would need to Leap to simply reach an enemy, such as jumping over an obstacle, so I don't know if they'd use it in that case.)

Another thing I noticed was that the enemy AI seems to factor its own people into determing where to move.  Generally, this works okay, but in the Kovit campaign battle at the town (third battle), the enemies in the far north of the map starting moving towards me, but once the first ones blocked the fastest route to my team, the others started going sideways.  They would reach me faster if they followed their allies, instead of counting them as obstacles.
(Of course, in other situations, such as if those allies were in melee and thus precluded those units from reaching me, it would make sense to move around and flank me...  I can see how programming that AI is probably rather difficult.)

So, not really bugs, but comments on the AI.

Telepath Tactics Bugs / Re: The alpha demo bug reporting thread
« on: August 31, 2013, 06:02:22 PM »
Another bug... well, sorta. 

In the third Kovit map (see screenshot), I destroyed one of the barrels, but there is no way to get to the item bag that popped after destroying it.  Should it be possible to grab it from the stairs above it or to walk up to it?

In the screenshot, I'm trying to get Grant to reach it, but I also tried moving the soldier (Sabrina), and she cannot move forward to step on the item bag.

Even if not a bug per se, it's an annoying design to have an item be unreachable on a map, so something to consider changing or for future maps.

Tangent: is it bad protocol to post a second thread with another bug?  Let me know if I should have just edited the above post.

Edit: at the end of the mission, Emma and Sabrina lost the ability to use Pull and Shove after a few uses.  For one, I did one Shove then couldn't do anything other actions (could still move, but Pull and Shove were removed from their options).  For the other, I did several Pulls, then it vanished.   I don't remember if the last thing I tried was a Shove or not.
Also, the game then froze on a Loading screen.  Screenshot attached.  I was in partial view (Ctrl + F) and moving the screen around, so maybe that did something?

Hitting F1 did nothing, so I Xed out of the program.  When I restarted Telepath Tactics and choose to Load Campaign, the music stayed unchanged (stayed the music that comes up when you start TT) and a similar frozen loading screen came up.  I had it in full screen, so I hit Ctrl + F to go to non-full screen and Xed out of the program.

Telepath Tactics Bugs / Re: The alpha demo bug reporting thread
« on: August 30, 2013, 08:39:37 PM »
Bug found (just downloaded the installer) playing a random battle.

I had my caster (sorry; I forget which type, but you can see from the screenshot) use the 2-space elemental blast against an enemy soldier.  The soldier dodged the attack.  I checked their stats (showing in the screenshot) and they have 0% Dodge.

The unit with the arrow pointing at it is my unit that did the blast.  The soldier is circled.

Also, when their stats are displayed, it is not in any sort of window, but just on top of the normal background.  I don't know if this is on purpose or not.  (Makes it a little hard to see.)

Edit: happened again as a Cyroblast on a Skiakinetcist (sp).  The enemy, with 0 Dodge, dodged the attack.  I was not blinded either time.

Also, unrelated: later on in the fight, I attacked a frozen Lizardman, and it dodged.  Again, don't know if this is a bug or not, but it makes sense that frozen units cannot dodge attacks.

Telepath Tactics / Re: Telepath Tactics - opinions
« on: August 09, 2013, 09:18:11 PM »
What is the 'Frozen Hearts' campaign?  Is it just something to test things out in, or a very in-the-works / just-the-beginning of a campaign?

Telepath Tactics Bugs / Re: The alpha demo bug reporting thread
« on: August 09, 2013, 09:01:54 PM »
Just installed and tried a game in the Tavern map (3 players: 1 human as player 1, 2 and 3 as CPU).

When it started, the map was around my units (player 1), but it wasn't my turn.  The pop-up showing whose turn it is didn't happen.  But, when I clicked on one of player 3's character, I could move it (but not use actions.)  If I hit F1 + Resume, nothing happened, while in similar bugs that usually got the CPU to start working again.  But if I hit F1 + Surrender, one unit on player 3's team vanished.  I eventually got the entire team to go away like this, and it went to player 2 (which acted normally), then to player 1 (me.)  I hit F1 + Surrender (worked normally) and player 2 won.

Edit: I tried it again and this time player 2 (still CPU) went first.  Also, the map started out centered on that unit... maybe I misremembered and it start out centered on player 3.  But I realized I could only move 1 unit and then do nothing else.  But if I hit F1 + Resume, I could then move a second unit of player 2's.  I imagine the same thing was happening earlier, but I just didn't realize it.

Edit 2 (new topic): on the Frozen Hearts campaign, if I go to the square that triggers whether or not to leave the camp and choose to not leave, the option doesn't come up again if I go back to the same square.  Seems it should.
Also, if I have the lizardman shove, it ends his turn (he grays out and cannot move).  Not sure if that's intentional or not, but seemed like a bug.

Lastly, it just went to a black screen showing 'Loading' and nothing else (waited a few minutes).  I imagine it's just still in the works, but I wanted to mention it.

Telepath Tactics / Re: Telepath Tactics - opinions
« on: July 24, 2013, 11:43:20 AM »
In my honest opinion: at this point the only thing that would make the AI scarier is if it could intelligently use create attacks, which you already said would take quite some time to code.

Another thing that's occurred to me is that the Assassin doesn't seem to ever use Leap attacks to extend its movement range or to leap over people to get a full backstab in.

Telepath Tactics Bugs / Re: The alpha demo bug reporting thread
« on: July 20, 2013, 12:54:27 PM »
Downloaded installer earlier today.

At least once, when an enemy who had items died, the items popped to the an adjacent square (right, in the case I remember) instead of on the square the enemy was on.

Also, while the enemies are being a lot smarter using items, one used both Thermal Paste and Bandages, even though they weren't hurt.  Another one started their turn using Adrenaline Pills, then ended without doing anything; it couldn't have reached any of my units, but it could have advanced.  (Others used items and moved afterwards, though.)
Also, one time an enemy came to attack one of my units, and it passed over an item bag without picking it up.  Didn't seem to make sense; was like the unit didn't think about picking up items if it could attack one of mine.

Despite these remaining aspects, I like the improved AI a lot!  Battles flow a lot smoother and with better challenge.


Also, if during a battle, I hit F1 to go to Settings and lower the music (in my case, to 0 for both), when I hit the 'X' icon to close out of the menu, it goes back to the initial settings.  (This happened in the Donut Tower map.)  Oddly, when I exited the game and re-entered, it remembered my music settings both at 0.  (I don't recall if music played after I exited the map, before exiting the game in its entirety.)

Telepath Tactics Bugs / Re: The alpha demo bug reporting thread
« on: July 09, 2013, 03:14:29 PM »
Just downloaded the installer.

I did a battle, and whenever I tried to attack, the game stopped, and I had to hit F1 then Resume to get back.  I would select who to hit with what power, and then it would go like it was about to activate, but instead of an animation or damage, nothing happened.  This happened with a few different powers, though I was able to hit my own unit with an Archer's arrow.  I ended turn, and the enemy had the same problem.  When I hit F1, then Surrender, I made the enemy surrender.

I tried it again on a separate map, and the same thing happened.  Also, the enemy went first, game paused after it tried to Claw, and when I hit F1 + Resume, I was controlling the enemy.

On an unrelated note, I learned that if you try to use a ranged attack (like Frost Breath) to hit a foe, but the square you select if off the battle map, you cannot attack in that direction.  (The screenshot is both the Frost Breath limit I'm talking about in this paragraph, as well as what happened earlier.  This is the enemy Frost Spiggat I'm controlling.)

Telepath Tactics Bugs / Re: The alpha demo bug reporting thread
« on: July 02, 2013, 06:12:48 PM »
On the installer as of my last post (June 29):

1. When using Feedback (by a Mentalist this time against a Stone Golem, she at full health), it said it would do 3 damage and did none (0 appeared).  Later, with the same targeting, no number came up as the reticle (just nothing popped up).  When I tried targeting others, still nothing.  When I did the attack, she did her action, but no number or anything happened, not even a 0 as it did when I hit the golem earlier.

2. In contrast to my earlier posts about odd item use, a golem used 2 items at once, then proceeded to punch someone next to it.  Maybe 2 items is read differently than just 1, or using items makes enemy AI think it has 0 move?

3. Odd freeze, but I got a screenshot of it. (attached.  Also, this is the battle setup #1 and 2 above happened in)
1. That enemy turn started and a few enemies acted.  The stone golem started to act.  It used Thermal Paste.
2. The game 'froze' in the sense that nothing new happened.  Snow kept falling; music kept on.
3. I hit F1 then Resume.
4. Game resumed with the enemy golem's action bar popped up.  I could look at its items (but I didn't do anything with any), exit its menu bar, and re-enter its menu bar.  (Screenshot is here.)
5. I had the golem move down 1 space.
6. AI resumed control.  It grabbed an item bag on that space, then ended turn.  (It couldn't hit or reach any of my units, but it had the move left to keep moving towards them, so it seemed odd it ended turn.)

4. Also in this stage, an enemy unit used Focus Pills, then ended its actions without moving.


On an unrelated note, I've noticed (as I reckon you have) that the AI do not think as a group.  Enemy teams split up in different directions, units that go earlier in the turn end without moving because other units are blocking them, etc.  Also, spirits will transfer energy to a 'caster' that has already acted and ended its turn, while it could have really helped the enemy team if it transferred first.

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