I have now uploaded beta 1 that should adress most of the issues that we have open at the moment.
http://code.google.com/p/andors-trail/downloads/list
Changelog:
- Changed backgound of exp bar to darker shade of yellow.
- Added scrollbar to monster info dialog,
- Vertically centered hp and exp bars.
- Item "Shadow of the slayer" now has a "on kill" effect insetad of a "on hit" effect.
- Corrected walkable tiles on blackwater_mountain16.
- Corrected conversation for Bjorgur.
- Bug: fixed conditions that are removed when equipping items without conditions.
- Bug: fixed items that raise max HP and AP.
- Added fixed 50 exp reward for monsters that have attack effects.
- Regeneration effect has slightly lighter shade of blue for the amount of healed HP.
tek wrote:I currently equip the flagship pride &have an attack chance of 188%. I just looted the blackwater iron sword that lists at 50% attack chance while the flagship's pride is showing at 21%. But when I equip the blackwater sword my attack chance FALLS to 167%. Something wrong with the math there.
You also get the "Blackwater misery" conditions. I wanted it to be warts and blisters on the character, but at the moment we have no good way of conveying that to the player

The condition affects your combat abilities in a negative way, thus resulting in the attack chance that you see.
My intention is that there should be a way to use those items anyway. I wonder if anyone can figure out how?
This should now be fixed. Could you please verify that it is corrected?
tek wrote:I Found another bug with the ring of shadow embrace. Equip it and your HP goes up by 20. Now go to the inn in prom and rest. Your hp is back down -20
Should be fixed now, with the same fix that daveandviv requested above. Could you please verify that it is fixed now?
ctnbeh13 wrote:I basically started off with checking out the new UI. I observed that the HP & Experience level bars were now shorter, taller, and had larger numbers in them that were easier to read, but yet not centered vertically inside each bar.
The bars should now be vertically centered. Thanks for reporting it!
ctnbeh13 wrote:The XP bar is still a pale yellow, which I was expecting to be a different color to offer more contrast with the white numerals.
The exp bar is now modified to use a darker shade of yellow. Hope this one is easier to read than the previous one.
ctnbeh13 wrote:When looking at the Overview of your character, you now no longer have the display of your Base stats. Not fond of that.
The base stats rarely change (except when levelling up). You can still view your base stats by unequipping all items.
ctnbeh13 wrote:I've read this topic from the beginning, and have had issues myself with the RolS regeneration effect. At first I didn't think it got implemented yet. It wasn't working, so I checked my inventory and looked at the 3rd ring's specs shown after the icon thinking I'd find the details changed, but didn't. Much later in game play, I actually checked one of the rings I was wearing and noticed Regeneration listsed at bottom. It may have been the next time my HP's dropped that I noticed the cool blue spark of life illuminate within/upon my character followed by the +1 (I never removed & replaced a ring). At the same time, the red cross was visible in the lower right hand corner. The only thing I know for sure is that there was a great delay in regeneration taking effect.
Yes, the game only recalculates your stats when you re-equip something. Since we changed the stats of an existing item, the player stats were not recalculated without you re-equipping something (or getting hit by a temporary condition by the new monsters). This should be a minor thing, and only a consequence of the way that we changed the item stats of the RoLS.
ctnbeh13 wrote:I had assumed, as I felt with good reason, that a wearer of 2 RolS would have twice the regeneration benefit as they do with all of the rings other attributes, but read this is not true. Obviously this is a unexpected disappointment to anyone who's worked to acquire 2 RolS & has been eagerly awaiting its new bonus effect.
I'm sorry if I had given you the impression that the regeneration effect would be stackable. That was never my intention. But I can totally understand your frustration if you had thought that. I would really like to award you somehow for finding more than one of those rings, what would you suggest we add as sufficient reward? Should we change the stats of the ring itself, maybe the crit chance?
ctnbeh13 wrote:2nd Post...
ctnbeh13, I want to give out a very big
thank you for posting your thoughts on the new version. Your feedback is very valuable for the next version, and I think a lot of players will benefit from the points that you bring up. Please keep up the good work!
ctnbeh13 wrote:Some of the things that stood out in the way of enhancements that are well deserving of mention are; the larger numerals indicating enemy damage inflicted at time of impact, the transparency overlay displayed at the top of the screen when in battle, the majority of the new map area with its detail, rich color, & new tiles, and last but not least... New Content!
I should direct the credits for the improved interface towards Uwe Jugel, that did all the UI changes. He deserves a lot of praise for that - all of the additions he did really make the UI look a lot better, IMO!
Also, the new maps are all courtesy of michischmid2000. All of the new maps are his excellent work. In my opinion, he did an excellent job at creating those maps. My personaly favourites are both the rocky stariways up to the first mine shaft, and the tomb areas around Bjorgur's family tomb quest area. I must say, exceptionally well done Michi! Really looking forward to the new northern and northwestern maps that you have made!
ctnbeh13 wrote:I wandered around the map visiting all the old familiar places in search of a road or path that led on to someplace else. During my travel I found new map sections pieced in between two formerly connected sections. The problem with that was a screen size display reduction occurs in at least some of these new pieces. The ones I took note of were; a grove with larger logs and forest beetles (found by starting outside the entrance to the wolf den, go up 2 screens, then right), and a 2nd that is 1 screen below the spot on the map where you see the path that's lined with rabid foxes to your right (at the end of the path is the abandoned house with a basement). Please keep in mind that these directions are based on my device's landscape display, and were relayed from early morning scribblings on a small piece of paper that I had some difficulty reading.
You are correct, we added some "filler" maps in some places to make the world consistent. One day, we will add a worldmap, and to make the distances line up according to each other, we had to add some maps where there previously were gaps. Now, the worldmap lines up perfectly, and we are prepared to do a full worldmap (just need the coding and graphics for it). Well spotted anyway!
ctnbeh13 wrote:In the settlement of Prim, edit Bjorgur's dialogue text by adding "about".
Thanks, added now!
ctnbeh13 wrote:When ascending the mountain from leaving Prim, right before the 3rd ladder, you'll find a stone cliff top on your left that you can walk over (this may have been already corrected in release 0.6.9a3).
Thanks, this is now corrected. Well spotted!
ctnbeh13 wrote:Many new enemies that have temporary damage effects have issues with their info/stats display window not fitting on screen (again, based on my device's landscape mode display). Dialog window should be elongated proportionately to accommodate text. Enemies that I took note of that were affected by this were the young white wyrm, white wyrm, & wyrm trainer. There may have been others, but these were the only ones that I wrote down at the time.
I have updated the monster stats window to be scrollable now. This should make all stats viewable regardless of screen size. Thanks for reporting it!
ctnbeh13 wrote:I wish to thank Oskar for allowing the privilege of running through this release. I definitely enjoyed the experience & like the direction of the continued development. If there was a 2 thumbs up in the collection of Smilies, I'd put it here.
Thank you ctnbeh13 for the encouraging words. Comments like this is the main reason for me to keep developing this game! I appreciate the way that you mix encouraging words and things to improve. Please post more of your insightful comments and thoughts!
Now that we have reached beta version, we should have resolved most of the early issues with the new version. I am interested in hearing about anyone that still has problems with the new quests, are they unsolvable?