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Messages - Zetor

#16
Okay, this is pretty weird (I didn't have this problem in my first playthrough)... I just played through the bandit fortress outer wall battle, and rain wasn't animating for me during the actual fight. It worked OK during the deployment phase and the intro, but as soon as I got control, it stopped. 

Here's a GIF of it in action... or rather inaction.
http://gfycat.com/EmbellishedAdventurousAlpinegoat

I force-generated a log file, though I don't think it's logged anywhere. I'm running 1.0.39, steam version.
#17
I've been doing a LP of the game recently, and encountered something pretty amusing: you can activate the lever controlling the cage from the right side of the hill, which is effectively below it (diagonally, even).

This is probably a side effect of how the tile-based engine works, but it may be worthwhile to put some rubble on that tile or something. ;)
#18
It seems to be tied to # of elapsed turns more than anything (as a rough estimate, any fight that went on for over 10 turns started suffering from massive slowdowns, regardless of how many enemies were still alive), which makes me suspect a memory / resource leak somewhere... but I'm not familiar with the eldritch ways of Adobe AIR.
#19
This was a recurring bug for me as well, in many mid- and endgame fights: there were character slots, typically at the edges of the deployment zone, that couldn't be replaced with reserves (it'd give the 'invalid operation' error sound, too).

The workaround is to find the slots on the battlefield that DO allow replacing characters with ones from the reserves (typically ones in the middle), and switch characters around there. E.g. if Zimmer is on the right and you want to replace him with Gavrielle, switch him with a unit in the center, then switch the center unit with Gavrielle, then switch Gavrielle with the original center unit (that is now on the right).
#20
It didn't generate a log for either event (the overflow or death-by-Motivate) -- I did force a log when I noticed the negative hp, though (it's attached to the OP).
#21
So I have valiantly dispatched cheesily one-shot the big bad with Mega Stab (hey, stop cowering between those lava tiles and you'll get a stand-up fight next time!) and watched the ending slides. Most of them were fine (and/or amusing), but there was a minor issue -- they didn't seem to realize that Louise was dead! I got the 'good' ending for the Louise/Madeleine pair ("Louise, unused to winning games of chance that she hadn't rigged herself...") with both of them on the screen unlike the "bittersweet" blurb I got for the Hashmals (Nalia and Gavrielle were both dead... though in retrospect, I haven't seen any mention of Nalia anywhere, I only noticed her name because she said something when she died in the basement fight).

Actually, I checked Ending.xml, and couldn't find a blurb for "Louise dead, Madeleine alive".
#22
Well, I used Motivate on her once to get a second turn, and that killed her right there. /sadface
#23
I used the last charge of my expert Battle Primer on Lakshmi, giving her enough xp to get to level 20 and class-change to Arbalist. Problem is, as soon as she did that, her current HP went into overflow (-276/44). I'll keep her away from enemy fire for the time being...
#24
So Gunther joined my group just in time for the last fight, which is great, considering the recent uh... vacancies! However, I can't see his stats before the fight (trying to right-click him just brings up a blank dialog, see attachment), nor does he show up for the equipment management screen. His stats are OK once the fight actually starts, though I need someone to drop some axes and stuff for him first.

Maybe he didn't like it when I killed him during the Bandit Keep Massacre (it was supposed to be an escape, but I got a bit carried away)?
#25
Yeah, I think that other issue is related to the bug where you can't equip a piece of gear when it's the last item in your inventory list -- you can click 'equip' on the drop-down list, but nothing happens:

997 | TypeError 1010: Error #1010
998 | TypeError: Error #1010
at InventoryScreen/unEquipItem()
at InventoryScreen/equipItem()
at InventoryScreen/clickedItemDropList()
999 | ---------> running saveLog() within LogHandler!


It was driving me crazy ("why can't I equip the sprinting shoes on Maddy?!"). Worse yet, if I dropped an item from the middle of someone's inventory, the currently equipped items would shift, and s/he would be left with an apple and some focus pills equipped instead of, say, a sword and leather armor. The solution to that was to click on every item in inventory, and unequip consumables + make sure to reequip weapons/armor as needed.
#26
Yeah, status effects are brutal in the SP campaign. During the second mission in the mines, there were about 6-7 of those shadowlings running around and casting Terror on whoever was holding down the incoming enemy forces. Since the effects all stack, Sabrina ended up with 4 slow and 3 weakness debuffs stacked on her, which gave her -1 movement (1 if I used sprint) and -108% mental resist until the end of the fight. The coffee consumable may have helped, depending on whether it removes a full stack of debuffs or just one.
#27
Telepath Tactics Bugs / Camp scene not loading
May 17, 2015, 12:14:25 PM
The campfire scene ("Camp 1", after the Gunther fight) failed to load for some reason... it's especially odd since I didn't do anything out of the ordinary, and I got to the same scene without problems in an earlier playthrough. Basically I just saw a blank dialog box (forgot to take a screenshot, sorry). I had to skip past the entire scene -- I think I just pressed esc a few times.

996 |      running runAction() in DialogScreen; currActionString = AddPortrait/Emma,Emma Strider,right
997 | TypeError 1009: Error #1009
998 | TypeError: Error #1009
at NarrationBox/addPortrait()
at DialogAction/executeAction()
at DialogAction()
at DialogScreen/runAction()
at DialogScreen/runSpecialActions()
at DialogScreen/bgLoaderReady()
999 | ---------> running saveLog() within LogHandler!


(Using v1.03, steam version)
#28
Telepath Tactics Bugs / Equipment switcheroo bug
May 17, 2015, 05:09:20 AM
After the Rescuing Sarn Kamina mission (in which Siripent died due to acute Rambo-itis and Louise died due to acute ambush-itis), the gear allocated to my characters got all messed up... basically they were swapped in pairs between most of the party, forcing me to deequip / dump all gear in the stash and re-equip everyone again. Some switches were: Hee'la <-> Emma (I attached a screenshot of this one), Des Serret <-> Gavrielle, Silithis Predat <-> Madeleine. SOME party members kept their gear.

I attached two logs, because I'm not sure which one coincides with the bug.

I'm playing the latest steam version (v1.03). If it matters, one of the characters (Zimmer) had an empty inventory before this.

e: this is probably a dup of http://sinisterdesign.net/forum/index.php?topic=1451.15 -- feel free to close as needed!
#29
I was doing the Cloch fight inside the mines, and set up a lot of traps / blockades against the enemies coming in from the big room. Eventually an enemy swordsman walked into an ironjaw trap and died... after that, the game got stuck in the enemy's turn (hourglass cursor). The UI was still functional, but the only way to progress was to quit to the main menu (surrender was also greyed out).

I'm playing the latest steam version (v1.03).