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Re: Alpha test Andor's Trail v0.7.0

Posted: Sun Jul 14, 2013 2:06 am
by Antison
Pyrizzle wrote:
Antison wrote:Another typo. "Base fists" should be "bare fists".
I have also reported this as well.

It should be Bare Fists not Base Fists.... base fists doesn't make any sense.
Okay. I do not recall you posting this and to be completely honest, I didn't even look in the thread to see if it had been reported as I went strictly off of memory.

Re: Alpha test Andor's Trail v0.7.0

Posted: Sun Jul 14, 2013 9:46 am
by Sarumar
hmm.. Specialization: Two-handed weapon gives also +50 % to weapons minimun damage.

Is this a bug or spelling error ?

Re: Alpha test Andor's Trail v0.7.0

Posted: Sun Jul 14, 2013 1:59 pm
by sorrow
Antison I'm sorry I miss read your post. And that you are right it would be bare fist not base fist.

Re: Alpha test Andor's Trail v0.7.0

Posted: Sun Jul 14, 2013 11:18 pm
by Pyrizzle
Wolfpack animal Hide:
Category: Hide armor
~would that be the same as Light Armor? Like leather?

Light Armor:
"Light armor include Leather and Light metal"

What about cloth?

-------------------------------------------------
Champions Chain Mail:
Category: Chain Mail
~should add Metal (heavy)
-------------------------------------------------
Sword Of Shadow's Rage & Rapier of Lifesteal
Category: Rapier
~Should add shortsword?
-------------------------------------------------

Re: Alpha test Andor's Trail v0.7.0

Posted: Mon Jul 15, 2013 12:33 am
by Sarumar
About the quick slots; i suggest that the "un used slots" are not visible..Typically i use one or max two healing / boosting item... those images of empty slot are disruptive. Can you pleace remove them ?

Re: Alpha test Andor's Trail v0.7.0

Posted: Mon Jul 15, 2013 4:29 am
by Pyrizzle
Sarumar wrote:About the quick slots; i suggest that the "un used slots" are not visible..Typically i use one or max two healing / boosting item... those images of empty slot are disruptive. Can you pleace remove them ?
Would making them more transparent be a valid option??

Re: Alpha test Andor's Trail v0.7.0

Posted: Mon Jul 15, 2013 6:09 am
by Sarumar
Pyrizzle wrote:
Sarumar wrote:About the quick slots; i suggest that the "un used slots" are not visible..Typically i use one or max two healing / boosting item... those images of empty slot are disruptive. Can you pleace remove them ?
Would making them more transparent be a valid option??
+1 not a bad idea :-)

Re: Alpha test Andor's Trail v0.7.0

Posted: Mon Jul 15, 2013 6:54 am
by Pyrizzle
Sarumar wrote:
Pyrizzle wrote:
Sarumar wrote:About the quick slots; i suggest that the "un used slots" are not visible..Typically i use one or max two healing / boosting item... those images of empty slot are disruptive. Can you pleace remove them ?
Would making them more transparent be a valid option??
+1 not a bad idea :-)
Maybe make the ones that you are not using transparent, maybe even the ones you are using too.

Possibly an option players can choose from the menu?

just throwing in a few more ideas

Re: Alpha test Andor's Trail v0.7.0

Posted: Tue Jul 16, 2013 8:53 am
by oskarwiksten
Awesome input, everyone.

On behalf of the whole Andor's Trail dev team, thank you everyone for both testing the alpha version(s), and for taking the time to write about the things you've found!

Alpha4 is now available:
https://docs.google.com/file/d/0B1zojXW ... sp=sharing
  • Remove crit. hit immunity from undead. Add crit. hit immunity to constructs.
  • Bugfix for NPE on hero&shop screens on Android 2.1 (thanks Mayweed!)
  • Updated translations with missing strings from questlist.json (thanks Samuel!)
  • Fix warning about leaked window from LoadingActivity
  • Map tile alignment tweaking (thanks Tomcat!)
  • Only reset timers for rounds after combat ends, and not when changing maps. This makes the round timers fire at 6s intervals outside combat even when travelling between maps now.
  • Add setting "Show quickslots when toolbox is opened"
  • Bugfix: Do not redraw tiles outside mapview area when running visual effects
  • Spelling corrections (Thanks Pyrizzle!)
  • Add quest "Taste is everything" for making antidotes
  • Minor change to dialogue of Umar in Fallhaven thieves guild.
  • Bugfix: Only decrease HP by 1 (and not 3) when full health and having sustenance+food poison
  • Change hard hit to 0-2 dmg instead of 1-1.
  • Provide options of mixing potions in x5 and x10 quantities at Lodar and the Fallhaven potion maker
  • Engine refactor: Allow multiple item requirements per conversation reply
  • Engine: Add "killed monster" & "skill level" as requirement types for visibility selection of conversation replies.
  • Refactor: Use less temporary memory when loading resources.
  • Refactor: Changing all const ints to enums, making the json resource files much easier to read.
Thank you again, everyone for all of the excellent input! Please note any more issues that you may find, big or small.

One step closer to release :)

Enjoy!

Re: Alpha test Andor's Trail v0.7.0

Posted: Tue Jul 16, 2013 11:13 am
by Sarumar
New quest :shock:

Thank you !