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Alpha test Andor's Trail v0.7.0

Discussions of the development process of the game.
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oskarwiksten
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Alpha test Andor's Trail v0.7.0

Post by oskarwiksten »

The expectations. The waiting. The preparations.

The world of Andor's Trail is about to be expanded with one of the largest content additions we've seen so far. As usual, before we release the update to Google Play, we'll have a period of public alpha & beta testing. For those of you that want to help make the game even better, and that want to help find all the bugs before the relase, this alpha and beta period is for you.

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.

In addition to one of the largest content updates so far, with almost 1500 lines of new dialogue, this release also contains some major new gameplay features that will take Andor's Trail to a higher level of RPG. See below for list of changes.

The alpha version can be downloaded from the following link:
https://docs.google.com/file/d/0B1zojXW ... 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?

Major changes:
  • 95 new maps, up to a total of 379 (Major thanks to Ian!)
  • 8 new quests, including an update to the main story-line
  • 167 new monsters & NPCs
  • 96 new items
  • ~1500 lines of dialogue, up to a total of ~7500.
  • 16 new skills
  • Certain NPCs that can teach skills
  • Dual-wielding weapons
  • Two-handed weapons
  • Fighting style specialization
  • Certain monsters that can move towards the player during combat
  • Scrollable combat log
  • Increased exp reward for most quests tenfold. (thanks to jrozek!)
  • Food now heals more in total, but does so over time instead of instantaneously.
  • Show quest progress updates in conversation.
  • Resource files as json instead of our previous custom format.
  • Translations now use a standardized format.
  • Major overhaul to the content editor.
  • Lots of fixes for tiles and alignment issues on worldmap. (thanks to TomCat!)
  • Lots of gameplay bugfixes!
Full changelog of things not mentioned above:
Gameplay
  • Dual-wielding skill
  • Two-handed weapon skill
  • Skills for specializing weapon types (including unarmed)
  • Skills for specializing armor types (including unarmored)
  • Skills for fighting styles
  • Show quest progress updates in conversation.
  • Removed in-game menu (replaced by toolbox)
  • Add toolbox button for displaying combat log.
  • Pathfinder for moving monsters towards the player based on different aggression types.
  • Raise taunt chance to 75%.
  • Add support for "description" field on items, for lore/background text that should be displayed on the item.
  • Changed all food to slowly heal over time instead of healing instantaneously.
  • Doubled the amount of health provided by all food items.
  • Actor traits refactoring - Reworked UI for displaying the actor- & item stats.
  • Add "increase use cost" and "increase equip cost" as new property on items.
  • Worldmap: PNG file names now contain the hash of the tiles that the map contains.
Content
  • Lots of new items, monsters and conditions for Charwood and Lodar quests.
  • New maps for Lodar area and Charwood area from Ian Haase.
  • Bugfix: Moved a lot of tiles to the correct layers and updated tile walkable state on a lot of tiles.
  • Added weapon proficiency & fighting style skills.
  • Revamped looks of crossglen.tmx
  • Moved spawn areas away from map edges and mapchange areas.
  • Added worldmap alignment maps (thanks to Tomcat!)
  • Teleports in Throdna's throne room are only accessible by one way.
  • Added more monster icons from the TomeTik set.
  • Automatic cost calculations for items that have hit- or kill-stats that affect HP or AP.
  • Automatic cost calculations for items that have "increase use item cost" or "increase reequip cost"-stats.
  • Added lots of new tiles for monsters, items and effects from opengameart.org.
  • Converted all resource files to json instead of our previous custom format.
  • Read JSON resources from raw/ folder instead of encoded in string blocks from values/ folder.
  • Increased exp reward for most quests tenfold. (Issue 283, thanks to jrozek!)
  • Realign waterway2 & waterway4 on worldmap.
  • Add possibility of having skills that require a quest-level-up before the player can level them up.
  • Added link to Andor's Trail wiki in About/Help.
  • Re-balanced inventories of vendors to provide roughly equal number of items in each category.
Optimization
  • Speed up game start by not loading map layers until they are actually needed.
  • Store list of maps in savegames as map<string> instead of indexed list. This reduces the samegame size drastically.
  • Only redraw game screen when something inside the view has actually changed.
Translations
  • Converted all translated resources to GNU Gettext (.po) format. This way, translators won't have to deal with the dreadful old resource files.
  • Parse translations from MO files.
  • Updated translation MO-file parser to read the MO filename from strings.xml.
  • New Polish translations by toudi5 and tobik9090siemens.
  • Updated German translation by SamuelPlentz.
  • Updated Russian translation by istasman.
  • Updated Japanese translation by Surgecurrent
Mapmaking
  • Major overhaul of the map tilesets used. All tilesets have been replaced by categorized tilesets based on their intended usage. See template.tmx for the new tileset.
  • Maps can now have dynamic replacement sections that change when quests progress. See tradehouse0.tmx for example. (Major thanks to Tomcat for the ideas!)
  • Updated template.tmx - added "Replace" layer.
  • Remove "respawn: false" from all tmx files (it's replaced by a property on the monstertype instead).
  • Add a way to automatically in-game modify how bright maps are displayed, with a colorfilter. Will be used for dungeons that can get automatically darkened, without having to add that to the map files.
Bugfixes
  • Bugfix: When entering map, move ground loot bags on unwalkable tiles.
  • Bugfix: Allow conversation options for "Feygard errands" in Vilegard even when the Vilegard quest has not been completed.
  • Bugfix: Apply checks for whether the player can select replies on single "next" replies as well.
  • Bugfix: change combat selection when a monster dies from a condition in combat. (thanks to Fala for finding it!)
  • Minor bugfixes to resource loaders
  • Bugfix: Read critical multiplier for weapons as float instead of int.
  • Only apply "more criticals" skill if the player has CS>0. (Thanks to TriangleGM for reporting it!)
  • Bugfix: clone list of monster loot bags when picking up items (prevents double drops).
  • Bugfix - Disable input before the SurfaceView on MainView is created.
Code:
  • Refactor conversations to state machine - Move responsibility for starting combat & removing npcs from map from MainActivity into the ConversationController.
  • Move isWalkable from PredefinedMap to LayeredTileMap. Reduces memory usage when running the game.
  • Renamed "ViewContext" -> "ControllerContext" to better reflect its responsibility.
  • Add IntelliJ Idea project file.
  • Add Android v4 support library.
  • Update lots of layouts to single TextView:s instead of combined ImageView & TextView:s.
  • Reduce compilation warnings from code inspection rules.
  • Remove compilation warnings about deprecated API usage.
  • Moved all UI dependencies into being pubsub instead of direct calls from model to ui.
  • Major refactoring of actor traits - removed CombatTrais
  • Minor refactoring: Move code that happens after loading a game into Savegames.onWorldLoaded.
  • Minor fixes for reading slightly borked resource files.
  • Fix Android Lint warnings.
Content Editor:
  • Major overhaul to the content editor. Modern. Efficient. Now uses AngularJS.
  • Content editor: Add "previous"/"next" buttons in editors for items, monsters and actor conditions.
  • Content editor: Add hierarcical view of conversation phrases and replies.
I want to thank the following people for their hard work in contributing content, code or ideas for this release:
(in alphabetic order)
  • ctnbeh13
  • Fala
  • Ian Haase
  • istasman
  • jrozek
  • Meirerion
  • Mino
  • Nyktos
  • Pyrizzle
  • SamuelPlentz
  • sdevaney
  • surgecurrent
  • tobik9090siemens
  • Tomcat
  • toudi5
  • TriangleGM
Also, I would like to give out a big thank you to everyone on the forums. The ideas that are discussed here are a great resource for making an excellent game!

Thank you!

Given the popularity of Andor's Trail, we can safely say that this game is a huge success. With this version we will likely see a lot more new players reach this forum.

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 v0.7.0.

Thanks in advance for testing, and we in the development team hope you will enjoy the new version!
/Oskar
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cccd3cpt
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Re: Alpha test Andor's Trail v0.7.0

Post by cccd3cpt »

Awesome! Andor's Trail keeps on getting bigger and bigger. One question, are the Google Code and Github pages fully updated to the latest release and code?

Thanks :)
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Re: Alpha test Andor's Trail v0.7.0

Post by sorrow »

Ok I clicked on the link above and there was nothing... it only said no preview available

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Sarumar
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Re: Alpha test Andor's Trail v0.7.0

Post by Sarumar »

hmm..

I don't like the new system of saving... Why you removed the old one ?
Last edited by Sarumar on Sun Jun 30, 2013 5:03 pm, edited 2 times in total.
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Re: Alpha test Andor's Trail v0.7.0

Post by Antison »


Oskar,

All testing performed on a Galaxy tab2 10.1" 4.1.1 android o.s.

Here are 2 observations I made while examining the dual weapon feature:
1. The chaosreaper by default subtracts 30% from your overall AC. Nothing new there, but I noticed that when it is equipped in the offhand and w/o any points in the dual wield skill, only 25% of this -30% is applied to the hero's total AC. I.e., it only goes down 8%. Yet with 1 point in the dual wield skill the % grows to -15% & with 2 points in this skill the full 30% is subtracted. I think that in the case of a minus %, the hero should not benefit from not investing points in the dual wield skill.
2. The Blackwater dagger and poisoned dagger have 3AP + 1AP (from the misery). So with one equipped and the marrowtaint or the jof, the total attack cost is 3AP. Nothing new here. Equip both and the attack cost AP jumps to 7 without the skill and to 5 with one point and to 4 with 2 points in the dual wield skill.
Looks like the JoF and the Marrowtaint don't affect both weapons. Is this done by design?
3. The animation (pulsating) of the shadow regeneration icon (red cross) is still occurring after reaching full health. Was this supposed to be fixed?
4. I noticed that the world map tiles that I previously visited are no longer showing on the map. See screenshot.
5. I noticed that the world map tiles are no longer shared across games. Was this done by design?
I will continue testing.
6. 338: Center quick items in landscape mode has not been resolved. Should have it been? I was expecting it to be, based off of comments made by the person who made the fix.
7. "Two-teeth NPC says "ratpoison". This should be 2 words.
8. Khorailla says: "what ever will we do?". "what ever" is misspelled. It's one word.
9. Maevalia says: I though I heard him..." "though" is misspelled. Missing the trailing 't'.
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Last edited by Antison on Fri Jun 28, 2013 2:28 am, edited 9 times in total.
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Re: Alpha test Andor's Trail v0.7.0

Post by sorrow »

While walking around I noticed a lil lag.

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1
Sarumar
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Re: Alpha test Andor's Trail v0.7.0

Post by Sarumar »

Antison wrote:
Oskar,

Here are 2 observations I made while examining the dual weapon feature:
1. The chaosreaper by default subtracts 30% from your overall AC. Nothing new there, but I noticed that when it is equipped in the offhand and w/o any points in the dual wield skill, only 25% of this -30% is applied to the hero's total AC. I.e., it only goes down 8%. Yet with 1 point in the dual wield skill the % grows to -15% & with 2 points in this skill the full 30% is subtracted. I think that in the case of a minus %, the hero should not benefit from not investing points in the dual wield skill.
2. The Blackwater dagger and poisoned dagger have 3AP + 1AP (from the misery). So with one equipped and the marrowtaint or the jof, the total attack cost is 3AP. Nothing new here. Equip both and the attack cost AP jumps to 7 without the skill and to 5 with one point and to 4 with 2 points in the dual wield skill.
Looks like the JoF and the Marrowtaint don't affect both weapons. Is this done by design?

I will continue testing.
I found something similiar... JoF or Marrowtaint do not reduce AP cost while using two weapon


im really curious about this one... is it a bug or not ? Please please tell me
Last edited by Sarumar on Sat Jun 29, 2013 7:07 pm, edited 2 times in total.
Sarumar
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Re: Alpha test Andor's Trail v0.7.0

Post by Sarumar »

More comment:
-IMO in the weapon decription schould be info about; one handed, two-handed, etc
- a big -1 becauce i cannot go to game reference menu without closing the game.....
- How about removing CC or ECC ... just one critical hit % ?
- Some of the npc in Loneford talks about old things (already completed quest)..

----edited and ad:
There are some "old" weapons without decription; two-handed weapon; Gutsplitter, Skullcrusher
Last edited by Sarumar on Fri Jun 28, 2013 2:35 am, edited 2 times in total.
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
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Re: Alpha test Andor's Trail v0.7.0

Post by Antison »

more world map tiles that are no longer filled-in
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Re: Alpha test Andor's Trail v0.7.0

Post by pengel »

Downloaded and installed it today. It looks very good from what I have seen so far. I haven't had any problems so far other than my crappy SD card deciding to pick today to stop working. I played for about 2 hours today with characters of several levels just so I could see some of the new stuff. I'll probably start fresh with a new char tomorrow. Keep up the excellent work. This is by far my favorite game for Android.

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