[closed]Beta test version of Andor's Trail v0.7.2 is out!

Official news about Andor's Trail.
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rijackson741
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Re: Beta test version of Andor's Trail v0.7.2 is out!

Post by rijackson741 »

Odin wrote: Fri Sep 14, 2018 4:45 pm (stoutford) Is that pile of stones in front of the door (left of the gate) supposed to be there. Because it is not on the world map. Or is that part of a quest?
Which door / gate?
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Re: Beta test version of Andor's Trail v0.7.2 is out!

Post by eldar healer »

rijackson741 wrote: Fri Sep 14, 2018 7:29 pm
I found the main difficulty to be getting to the Graveyard King, because you get mobbed so badly
I had that first attempt then realized if u take 1 step back after entering u can take on 1 at a time.
Then run next to the boss use all potions and save. My potions effects +2ap-1attack cost combined with speciality weapon and Sheild with that new shield flagstones pride,jof, and my other bonuses plus the other potions mentioned above made light work. However if I'd have come at him earlier...say after flagstone 3 releases ago......he would've had me bang to rights. A bit like the hirazin really. Loads of us made new builds just to get the attack and block chance right 😋
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Re: Beta test version of Andor's Trail v0.7.2 is out!

Post by rijackson741 »

eldar healer wrote: Fri Sep 14, 2018 10:10 pm
rijackson741 wrote: Fri Sep 14, 2018 7:29 pm
I found the main difficulty to be getting to the Graveyard King, because you get mobbed so badly
I had that first attempt then realized if u take 1 step back after entering u can take on 1 at a time.
I would expect them to respawn fast enough that would not work. You could just stand there and kill them forever, and there would always be more. No? I need to do something to fix this, because it should not be so easy.
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
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: Beta test version of Andor's Trail v0.7.2 is out!

Post by Urbain »

rijackson741 wrote: Fri Sep 14, 2018 11:01 pm
eldar healer wrote: Fri Sep 14, 2018 10:10 pm
rijackson741 wrote: Fri Sep 14, 2018 7:29 pm
I found the main difficulty to be getting to the Graveyard King, because you get mobbed so badly
I had that first attempt then realized if u take 1 step back after entering u can take on 1 at a time.
I would expect them to respawn fast enough that would not work. You could just stand there and kill them forever, and there would always be more. No? I need to do something to fix this, because it should not be so easy.
You can whittle them down to a manageable level by doing this. It gives you time to get down to the GK
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Re: Beta test version of Andor's Trail v0.7.2 is out!

Post by rijackson741 »

Well, then I will make the entrance two wide, and remove the two broken pillars in front of the statues :twisted: The intent was that this would be very hard, and that is obviously a loophole.
Thanks for the feedback everyone. :D
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
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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: Beta test version of Andor's Trail v0.7.2 is out!

Post by Urbain »

rijackson741 wrote: Fri Sep 14, 2018 11:58 pm
Well, then I will make the entrance two wide, and remove the two broken pillars in front of the statues :twisted: The intent was that this would be very hard, and that is obviously a loophole.
Thanks for the feedback everyone. :D
You're evil. I like it!!
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Re: Beta test version of Andor's Trail v0.7.2 is out!

Post by rijackson741 »

Urbain wrote: Sat Sep 15, 2018 12:03 am You're evil. I like it!!
:twisted: :twisted: Done :twisted: :twisted:

There was another place, quite close to the entrance, where you could stand and take them on one at a time. I also fixed that. There are several places where you can stand and take them on two at a time. I figure that's fair, because it's not so obvious, and the player will have to figure out where they are :) And, of course, they have to get to those places first :lol:
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
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: Beta test version of Andor's Trail v0.7.2 is out!

Post by rijackson741 »

Odin wrote: Fri Sep 14, 2018 8:12 am West of Guynmart castle (just east of sheep meadow, near the wolves ) you can run under two white flowers which should be above.
North of the castle...
I found them. But I think you mean East of the castle (unless the same problem is on more than one map; I will check)
Odin wrote: Fri Sep 14, 2018 8:12 am The raft appears on the north side of the lake. Luckily you cannot move it south, it just appears and when step off it drifts away.
I'm not quite sure what you mean by it appearing on the north side. You get on the raft on the south side, to cross the lake, then when you get off on the north side the raft drifts away, so that you cannot go back that way. This is intentional.
Odin wrote: Fri Sep 14, 2018 8:12 am Also at that lake there is a straight lne in the shore (west) wich should be shady.
:shock: You are right. You have sharp eyes! I could not count the number of times we have looked at that map and missed that.
Odin wrote: Fri Sep 14, 2018 8:12 am Where you go over the cord (nicely done btw) the tree with no leaves is only half (top half is forgotten)
More sharp eyes! You are right. There's also a missing piece of vine on the cliff to the left of the rope.
Odin wrote: Fri Sep 14, 2018 8:12 am All the lakes in that area have no sand shore like in the rest of the game. It's like the grass grows right in the water. It is not a bug but it is not consistent with the rest of the game.
Yes. Should we leave it like that for variety, or change it? We will have to discuss this. Thanks for pointing it out.
Odin wrote: Fri Sep 14, 2018 8:12 am Stoutford.... Can't find the helmet anywhere... Butt not sure that is a bug or my incompetence :lol:
It's there. But it is very hard to find. It is not in one specific place, so no matter where you search first, it won't be there. It will be in the place you search last. This was Nut's evil idea :lol:
Odin wrote: Fri Sep 14, 2018 8:12 am at smaal port where guard asks if you know the pasword and you say "yes" the doors opens without him asking for it. (not that Iw ould know what it is. So maybe that is just a joke)
I am almost certain I know what you are talking about here, and yes, it's a joke. You only need to tell the guard you have the password, and he let's you past without asking what it is.
Odin wrote: Fri Sep 14, 2018 8:12 am the potin vendor (Blornvale) asks if I want to take a look (at he's potions) you can only answer "not interested" and "maybe later". Why would I not want to look, if he asks?
Haven't had time to look into this.
Odin wrote: Fri Sep 14, 2018 8:12 am Remgard... New cave... When you reach the door, there is no message (nothing happens)
Hmm. That is true. It is just a locked door. Maybe we need some message. Another thing we will have to discuss.
Odin wrote: Fri Sep 14, 2018 8:12 am When you reach the king and key. You can't take the key and can't fight the king for it (and he w'ont give me the Damerilias either). You can only leave again.
I also need to look into this. Did you talk to Caeda in Remgard first, or go directly to the troll leader?
Odin wrote: Fri Sep 14, 2018 8:12 am Love the quest at cemetery. Butt if you stay waiting at the entrance, you can easily kill them one at a time because the space there is narrow. So they cannot swarm you.
Thanks. You are not the only one that found this loophole. It is now closed, and it will be much harder to get through. :twisted:
Odin wrote: Fri Sep 14, 2018 8:12 amIn the overview the statistics are blanc
from "rounded quest" up to "total kills"
I don't see this. Can you post a screenshot?
Odin wrote: Fri Sep 14, 2018 8:12 amI will keep on testing ...
Thanks. This has been some great feedback :D
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
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: Beta test version of Andor's Trail v0.7.2 is out!

Post by rijackson741 »

Emapi wrote: Fri Sep 14, 2018 3:01 pm Hi there,
I deactivated localized resources. After closing settings it says Andor's Trail has been closed. (This behaviour happens only upon deactivating.)
But then there are some strings still translated (like the text of quests, item and monster names). When I manually close the App, all strings are in English.
I use a Samsung SM-G950F in German.
I've installed and played already some years ago and even compiled more or less successfully development versions to see your work (and to have my fun ;) ).
I'm following the forum and commit histories and looking forward to the release.
Hello Emapi, and welcome to the forums. Thanks for the feedback. We will look into this.
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
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: Beta test version of Andor's Trail v0.7.2 is out!

Post by WildWolf98 »

Will there be an update to the quest Lost Treasures in the new version? Really wanting to find that heartstone.
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