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Alpha test Andor's Trail v0.7.0

Discussions of the development process of the game.
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Pyrizzle
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Re: Alpha test Andor's Trail v0.7.0

Post by Pyrizzle »

sorrow wrote:Lol wow. You know IMHO I don't think v7.0 was ready for release as of yet.
Finding all the bugs does take time and most of them are small. It shouldn't be hard to fix these bugs, maybe we can put out a small patch once they are figured out.

Happy hunting everyone
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May Elythara bless you and light your path!

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

Post by Tomcat »

Sarumar wrote:newkind map error.. please see the screencapture
Now that's an interesting one. I can guess what has caused it. The stretched-looking map was extended eastward, just in the final 0.7.0. Somehow the world map code is trying to fit the old map into the new dimensions. Try revisiting that map so that the current one can be loaded in. Also, the map to the north of it was altered to make the road connect properly. Same suggested cure. I'll see if my copy of the game does the same thing.


Edit: I had the same bug, and revisiting the two maps worked.
Norbert
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Priaxis
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Re: Alpha test Andor's Trail v0.7.0

Post by Priaxis »

I do not know whether it is a mistake or intentional, but the rounding is not correct with the new skills. E.g. in case of the Lightweight chain mail BC is 13% increased with 30% (light armor proficiency) would be 16.9%. According to standard rounding rules it is 17%, but the system only adds up 16%. Always rounding down. It is quite frustrating if you have 4 armor pieces and lose 2-4% because of this...
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Thystonius
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Re: Alpha test Andor's Trail v0.7.0

Post by Thystonius »

Priaxis wrote:I do not know whether it is a mistake or intentional, but the rounding is not correct with the new skills. E.g. in case of the Lightweight chain mail BC is 13% increased with 30% (light armor proficiency) would be 16.9%. According to standard rounding rules it is 17%, but the system only adds up 16%. Always rounding down. It is quite frustrating if you have 4 armor pieces and lose 2-4% because of this...
I guess it is a choice to round down, but I would vote to work with 2 digit numbers and then round the end result. So you loose max 1% because of rounding down the end result.
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Antison
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Re: Alpha test Andor's Trail v0.7.0

Post by Antison »

I'm not to sure about this. I think I've seen it rounding up.
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Stompp
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Re: Alpha test Andor's Trail v0.7.0

Post by Stompp »

Is it simply not displaying the decimal, or does it actually drop you a few percentage points?
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dragejeger
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Re: Alpha test Andor's Trail v0.7.0

Post by dragejeger »

oskarwiksten wrote: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!
Which is newest, the new release or alpha 5?
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sorrow
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Re: Alpha test Andor's Trail v0.7.0

Post by sorrow »

The new release in the Google play store

Sorrow
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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
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dragejeger
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Re: Alpha test Andor's Trail v0.7.0

Post by dragejeger »

sorrow wrote:The new release in the Google play store
Thanks. BTW: I'm still having the problem with not benig able to fight after a reset. I have to kill the game completely and restart.

I have also found that if I save the game, open another saved game, then open the one I am playing, I can fight again.

I hope y'all fix it soon.

- - - - -

Another gameplay issue I'm having is when a fight is initiated at the top of the screen (ie the cave room exits at the bottom and new room opens at the top of the screen). I cannot see the fight for all the data. Can't the data be located at the bottom of the screen? This is particularly difficult in the cave before Lodar's house.
Last edited by nyktos on Thu Aug 01, 2013 1:10 am, edited 2 times in total.
Reason: double post combined
Priaxis
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Re: Alpha test Andor's Trail v0.7.0

Post by Priaxis »

Stompp wrote:Is it simply not displaying the decimal, or does it actually drop you a few percentage points?
If I remember well, it is actually dropping. On the 3 light armor pieces the drop was over 2%.

Other interesting: I equipped two weapons to the character (Balanced steel sword and Flagstone's Pride). I tried to equip one in the right hand and other in the left and after that reversed. The statistics were the same, but when FP was in the right hand it showed the critical multiplier, but when it was in the left hand there was no critical multiplier... Is it possible that some special effects work only if the given weapon is in the right hand???
Priaxis (retired)
Lvl 82
HP 293|AC 308%|AD 45-51|BC 118%|DR 4|AP 3
RoLS 1|ElyR 0|RoL 1|ChaR 1|GoLF 0|ShaF 1|SRoV 1|VSH 0|WMC 1| GoW 1

Elrick
Lvl 50
HP 128|AC 288%|AD 31-46|BC 62%|DR 0|AP 3
RoLS 0|ElyR 0|RoL 0
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