Alpha test Andor's Trail v0.7.1

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oskarwiksten
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Alpha test Andor's Trail v0.7.1

Post by oskarwiksten »

The first alpha version of Andor's Trail v0.7.1 is now available.

Compared to last release, this version does not add any new content, but is instead focused on bugfixes and translations updates. The Russian translation is at 100%, thanks to the hard work of dromoz and Paul. This version also contains some major changes to the game engine, which will allow us to make even more interesting quest content in the future.

Please note, however, that this is an ALPHA version, which means that there may be several bugs still left in the game. It is therefore very important to SAVE YOUR GAME to some untouched slot and to BACKUP YOUR SAVEGAME before even installing this alpha version. The game might still contain bugs in the storyline or otherwise that are not reversible. Savegames produced by this version might not be readable by the release version.

The alpha version can be downloaded from the following link:
https://drive.google.com/file/d/0B1zojX ... sp=sharing

Anyway, note that this is an alpha test, so the purpose of releasing this version is that we want your input on things that work and things that does not work. For example, can your old savegames be loaded? Do you get any force-closes?

Selected changes:
  • Major update to Russian translation. Now at 100%! Awesome work by dromoz and Paul.
  • Major update to French translation. (thanks Marwane K.!)
  • Add preference "use localization", to allow disabling partial translations without changing the device's locale.
  • Fixed bug with combat getting stuck
  • Fixed bug with occasional black screen
  • Support for conversations with more than one NPC.
  • Support for activating and deactivating spawn areas. (thanks to Zukero!)
  • Support for scripted map areas (not used yet though).
  • Support for timed events (not used yet though).
  • Major update to the tileset for maps. (thanks to Ian!)
  • Lots of fixes for tiles and alignment issues on worldmap. (thanks to TomCat!)
  • Lots of minor gameplay bugfixes!
Full changelog of things not mentioned above:

Code: Select all

784df46 - Updated scarydungeon1 tutorial map. <ian.haase2>
7486e13 - Renamed mapmaking tutorial map <Oskar Wiksten>
98f6cd0 - Bugfix: Redraw everything once initially <Oskar Wiksten>
3b938c3 - Refactor: Use more enums instead of const ints <Oskar Wiksten>
b6c2beb - Bugfix: Clear temporay combat state when loading game <Oskar Wiksten>
a83271c - Bugfix: Show correct ingreds for Lodar def pot in the quest log (Thanks jamnjim358) <Oskar Wiksten>
16e8a5f - Bugfix: only use pathfinder for monsters that are aggressive <Oskar Wiksten>
b810a6e - Add monster movement type 'wholeMap'. <Oskar Wiksten>
32a3d9c - Updated map editor tutorial <Ian Haase>
7389475 - added a new tutorial called "Advanced Mapmaking". <Ian Haase>
0bcd41b - Waterfall tiles (thanks red hatter!) <Oskar Wiksten>
fb1782b - Conversation spelling corrections (thanks LoveToFlyGuy!) <Oskar Wiksten>
f620ca9 - Bugfix: Exclude hidden quests from completed quests statistics (thanks jlhromeo!) <Oskar Wiksten>
126eb49 - Use long param names when starting local Content Editor <Oskar Wiksten>
8611148 - Conversations with more than one NPC <Oskar Wiksten>
06feff9 - Update Elwyl/Elwel conversation to switch active NPC <Oskar Wiksten>
89a64bb - Content editor: Add support for switching active NPC in dialogue <Oskar Wiksten>
a1da45c - Refactor: Changed namespaces, reorganized imports. <Oskar Wiksten>
0992053 - Bugfix: Realign tiles in Fallhaven (thanks Mayweed & Tomcat) <Oskar Wiksten>
2dfed68 - Content editor: Display phrase rewards and replies as divs instead of table <Oskar Wiksten>
96d451f - Worldmap tile alignment (awesome work by Tomcat!) <Oskar Wiksten>
9c78b6a - Refactor player combat round methods <Oskar Wiksten>
d29218c - Prepare data placeholder "worldData". <Oskar Wiksten>
787fcc0 - Rearrange worldmap.xml (sort by name) <Oskar Wiksten>
d13cd4c - Add preference "use localization", to allow disabling partial translations <Oskar Wiksten>
8d91c73 - recolored dirt transitions <Ian Haase>
dc278fb - First attempt at scripted map areas <Oskar Wiksten>
02bfeb5 - Enable map scripts to run on every round or tick <Oskar Wiksten>
d6583a4 - Add reward type "giveItem", for quest rewards that do not need full droplists. <Oskar Wiksten>
0212dd6 - Add world timers and world time (counted in number of rounds) <Oskar Wiksten>
b41fffe - Content editor: Add support for giveItem,createTimer and timerElapsed in convs <Oskar Wiksten>
9af2949 - Remove unused code <Oskar Wiksten>
140dd16 - Key Area now use Requirement, instead of QuestProgress <Zukero>
0a8859b - Add explicit quest stages to existing key areas <Oskar Wiksten>
5daf70e - Egocentric commit. Added my name in the authors... <Zukero>
36da967 - updated tilesets + template.tmx and authors.xml <Ian Haase>
a0f9439 - Bugfix: Continue combat after having seen the combat log <Oskar Wiksten>
73e8851 - Bugfix: Redraw whole screen if double-buffer is not pre-filled <Oskar Wiksten>
7f23889 - Minor gfx update to tiling pine trees <Oskar Wiksten>
bddb3e2 - MapObject & MonsterSpawnArea now keep track of their Tiled group's name. <Zukero>
c4896aa - Tiled group name also in ReplaceableMapSection <Zukero>
e33ac42 - Fixed deprecated use of "consumedMore" instead of "spentGold" in conversationlist_debug.json <Zukero>
26c412f - MapObject & MonsterSpawnArea can be activated/deactivated using theisActive boolean. <Zukero>
707940a - Added requirement negation capability : - Use "requireNegation" property in Tiled map object - Checkbox for require.negate added in Content Editor <Zukero>
c06dba6 - Factorized the checkbox definition in content editor. <Zukero>
339c3ee - Renamed Brazilian Portuguese translation file: pt-rBR.po -> pt_BR.po <Oskar Wiksten>
e509b1d - Update english.pot, reformat all PO files (sort by source location) <Oskar Wiksten>
9fc23ca - Add "translator-credits" to english POT file <Oskar Wiksten>
9af062e - Updated PO translations from launchpad <Oskar Wiksten>
0570589 - Refactor: Rename reset() -> resetForNewGame() on map data classes <Oskar Wiksten>
53331ae - Code reformat: Ctor arguments should be one arg per line <Oskar Wiksten>
d2c3eb9 - Refactor: rename functions for saving PredefinedMap data <Oskar Wiksten>
6fce649 - Always deny monster movement on mapchange,keyarea,rest - regardless of isActive <Oskar Wiksten>
a8ad00c - Refactor: Rename PhraseReward -> ScriptEffect <Oskar Wiksten>
20ed608 - Save 'isActive' for MapObjects & SpawnArea in savegames <Oskar Wiksten>
4209f91 - Bugfix: also save maps that use non-default values <Oskar Wiksten>
a2caea0 - Refactor: Flatten some forward-arrow-pattern ifs to vertical code <Oskar Wiksten>
4a1c677 - Enable scripts to activate/deactivate spawn areas & mapobjects <Oskar Wiksten>
aacf97e - Add requirement type: "hasActorCondition" <Oskar Wiksten>
b898cf7 - Rename TMX property "outside" to "outdoors". <Oskar Wiksten>
086fb19 - Remove Fallhaven prisoner when reaching quest farrik:70 <Oskar Wiksten>
b0f9ba9 - Bugfix: Do not assume that all saved maps are visited <Oskar Wiksten>
9405ad3 - Bugfix: do not hardcode map names when upgrading savegame <Oskar Wiksten>
f6559ca - Refactor: remove unused resources <Oskar Wiksten>
6006fe1 - Refactor: Don't use hardcoded text for placeholders <Oskar Wiksten>
eba3871 - Refactor: Use enum instead of int for result of loading a savegame <Oskar Wiksten>
e8d0162 - Refactor: Reduce warnings / reduce scope <Oskar Wiksten>
c002405 - Updated translations (thanks Marwane K. & Andrej Znidarsic) <Oskar Wiksten>
161f516 - Clarify monster locations in quest & conversation for Lodar def pot (thanks dromoz!) <Oskar Wiksten>
b950993 - Update French and Russian translations (thanks Marwane K and dromoz!) <Oskar Wiksten>
37ef73d - Add xhdpi and xxhdpi icons. Update to SDK 19.<Oskar Wiksten>
The Andor's Trail development team would like to thank the following people for their hard work in contributing content, code or ideas for this release:
(in alphabetic order)
  • Aleksey Kabanov
  • Alexander Zubok
  • Andrea Luciano Damico
  • Andrej Znidarsic
  • ctnbeh13
  • DanielS
  • dromoz
  • Ian Haase
  • LoveToFlyGuy
  • Marwane K
  • Mayweed
  • Meirerion
  • Mütze
  • Nyktos
  • olivier
  • Paul Sulemenkov
  • Piotr Wieczorek
  • Pyrizzle
  • red hatter
  • sdevaney
  • Tomcat
  • Zukero
Thank you!

We developers will now focus on fixing the last few issues that are still present in this alpha before we release it to Google Play, and then continue the work on the next major features and content for v0.7.2.

Thanks in advance for testing, and we in the development team hope you will enjoy the new version!
/Oskar
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Antison
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Re: Alpha test Andor's Trail v0.7.1

Post by Antison »

Oskar,
Looking good. Opening existing saved files, saving over them, and to new slots is working as expected.

Couple of map issues: glowing white house south of Fallhaven and the rat poison settlement are missing from the world map until you visit them.
Also, one of the shady Bandits is back. See screenshot. I've seen these issues with only my original build. My third and fourth builds are also seeing these world map issues.

Still no Prim and Blackwater on the world map. I was hoping to see them added.
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Last edited by Antison on Sun Nov 10, 2013 11:22 pm, edited 2 times in total.
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Re: Alpha test Andor's Trail v0.7.1

Post by rijackson741 »

Antison wrote:Couple of map issues: glowing white house south of Fallhaven and the rat poison settlement are missing from the world map until you visit them.
I don't see this problem.
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Re: Alpha test Andor's Trail v0.7.1

Post by sorrow »

I have chimney problems in fallheaven the bottoms 2 houses this chimneys have there stacks showing in the upper maps

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Re: Alpha test Andor's Trail v0.7.1

Post by Pyrizzle »

Good finds everyone!!!
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
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Re: Alpha test Andor's Trail v0.7.1

Post by Antison »

sorrow wrote:I have chimney problems in fallheaven the bottoms 2 houses this chimneys have there stacks showing in the upper maps
Not really. What you are seeing is the top edge of the southern map rendering on the bottom of the northern map too. See the fence is duplicated too? This is common throughout the world map.
Now on the other hand, if you ment to say that the chimney is appearing twice in the actual map, then that is indeed a bug.

I've found a couple of other world map alignment issues. Checkout the north/south path in Loneford. Where it twists the maps are off. Also, the horizontal fence does not align. upon further inspection these two map alignment issues are not new
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Re: Alpha test Andor's Trail v0.7.1

Post by sorrow »

I ment alignment so ya

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Re: Alpha test Andor's Trail v0.7.1

Post by missypearls »

Nice job guys.. So far no map issues, no returning NPCs I have already killed. My prisoner is gone so that worked. The only thing I found and I believe it might of been there before the alpha update is, in the quest ”a creeping fear”, my quest log says, restored the xul'vir and destroyed the xul'vir. I thought I had destroyed it initially, but when I went back to the blacksmith he still gave me the option to talk about it so I opted to fix it. It fixed rewarded me 2000 pts and ended my quest.
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Re: Alpha test Andor's Trail v0.7.1

Post by rijackson741 »

Antison wrote:I've found a couple of other world map alignment issues. Checkout the north/south path in Loneford. Where it twists the maps are off. Also, the horizontal fence does not align. upon further inspection these two map alignment issues are not new
I do not see this. My map tiles are different, and align OK.
2013-11-12-08-23-28.png
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HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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Re: Alpha test Andor's Trail v0.7.1

Post by oskarwiksten »

Antison wrote: Couple of map issues: glowing white house south of Fallhaven and the rat poison settlement are missing from the world map until you visit them.
Also, one of the shady Bandits is back. See screenshot. I've seen these issues with only my original build. My third and fourth builds are also seeing these world map issues.
Background info: Antison sent me the actual savegames for troubleshooting.

Thanks for sending me the savegames, Antison. Now I've had a change to take a look at them. I only looked at the savegame from v0.7.0 though, but that's sufficient to pinpoint the issues you mentioned.

Both issues are related to upgrading old savegames, and has nothing to do with the new version. Both issues are also present when loading the savegame in v0.7.0.

First, about the maps that are not shown. The savegames keeps track how the map looked the last time you visited it. This is done with a md5sum of the tile-ids for each map. The worldmap then selects which versions of the maps to show based on these md5sums for each map. To take an example of the ratpoison-camp in your savegame (the map called woodsettlement0) - your savegame says that the last version of that map that you saw was f268724e, so the worldmap will try to display a png file called woodsettlement0.f268724e.png for that map. You probably don't have any file called that on your device. The md5sum of woodsettlement0 for the released v0.7.0 game was e0b4b60e, which is a different value than what you have in your savegame. What this tells us is that:
- The file woodsettlement0.f268724e.png does not exist on your device.
- The last time you visited that map was in one of the last alpha or beta versions for v0.7.0, or some other APK.
Some of the first alpha versions for v0.7.0 removed old map files, so that might be it. Either way, you should see the same behavior on v0.7.0. Also, this is only related to your savegame and the fact that you've used your savegame in an alpha or beta build. It's not something related to a change in v0.7.1.

Secondly, about the NPC that has returned. The savegames contain a list of which monsters and NPCs that are spawned on each map. In your savegame, the map "wild10" contains a spawned monster in that location, so as far as the savegame says, that monster/NPC has never been killed. The fact that the savegame contains the monster is probably related to some old bug that we had ages ago, possibly in some alpha or beta version. Regardless, the NPC is also visible if you load the savegame using the v0.7.0 build - so it's not related to any change in v0.7.1.

So, looking at what's present in your savegame, both your issues are related to the fact that it has been carried around in old versions of the game, that in themselves probably have had bugs. See the disclaimer about running alpha and beta builds. :)
/Oskar
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