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Re: Alpha test Andor's Trail v0.7.0

Posted: Tue Jul 16, 2013 7:30 pm
by sorrow
i have the show quick slots when the tool box is open from preference menu and when i went in the game and open the tool box the quick slots did show but the icon for showing the quick slots is there and becomes useless with this option. so i ask can we have the icon for quickslots removed if we chose to have that quickslots be shown as soon as the toolbox is open?

if thats confusing as to what im ask ill break it down:

i went to preference and turned on the show quickslots on opening of the tool box.
with this preference can we have the icon for quick slots removed do to it being usless under this prefernece?


as for the new quest is he only going to be giving antidote for only food poisioning or will he be giving cures for later down the road? and if so can we make it were if u side with bws that you are able get acces to te other antidotes and if you side with prim then you cant get the other antidotes do to prim already gives you access to them? (other antdiotes i.e. for bleeding wounds and poision)





EDIT............................................
oskarwiksten wrote: [*] Engine refactor: Allow multiple item requirements per conversation reply
[*] Engine: Add "killed monster" & "skill level" as requirement types for visibility selection of conversation replies.
what do you mean be these?

Re: Alpha test Andor's Trail v0.7.0

Posted: Tue Jul 16, 2013 10:04 pm
by Antison
oskarwiksten wrote:[*] Remove crit. hit immunity from undead. Add crit. hit immunity to constructs.

Why? What are "constructs"?

What about this?
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the skill's description is missing the % character.

Re: Alpha test Andor's Trail v0.7.0

Posted: Tue Jul 16, 2013 11:20 pm
by Sarumar
About Charwood mine; there should be someother explanation why you cannot enter (see the screencapture).

How about somehing like "the doors of charwood mine is locked" ... and when you get this guest you also get key to the mine..

really small thing...but IMO small things can make a big difference

Re: Alpha test Andor's Trail v0.7.0

Posted: Wed Jul 17, 2013 2:37 am
by Tomcat
In the new loot display options, the dialog cuts off 3 & 5 in the middle of a word, after two lines of text are not sufficient for the entire description.

Re: Alpha test Andor's Trail v0.7.0

Posted: Wed Jul 17, 2013 3:27 am
by ashtonk87
AM I missing Something? Or did the "flows through the veins" quest change? From what I remember u talk to everyone in lineford and taevinn rolwynn and the priest tell u something special and rolwynn always told me to talk to Landa but he doesnt anymore. No one I can find in loneford does and Landa wont talk to me.????

Re: Alpha test Andor's Trail v0.7.0

Posted: Wed Jul 17, 2013 3:58 am
by ashtonk87
Nvm apparenyly I forgot to talk to someone in theguardhouse

Re: Alpha test Andor's Trail v0.7.0

Posted: Wed Jul 17, 2013 6:58 am
by skrillez
hi..im new here
where i can get the newest/alpha source code for the game ??
thanks in advance...

Re: Alpha test Andor's Trail v0.7.0

Posted: Wed Jul 17, 2013 11:49 am
by Samuel
oskarwiksten wrote: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
  • Updated translations with missing strings from questlist.json (thanks Samuel!)
This did not work here. Some questlist items are still untranslated as reported before.

Re: Alpha test Andor's Trail v0.7.0

Posted: Wed Jul 17, 2013 8:10 pm
by dragejeger
Looking for Undertell, Feygard, and Nor City ... are any in this release? So far I cannot go south to undertell, or SE to Nor City, or NW to Feygard. Do I have to set any flags to get there? Or have they even been created yet?

Re: Alpha test Andor's Trail v0.7.0

Posted: Wed Jul 17, 2013 9:20 pm
by Tomcat
dragejeger wrote:Looking for Undertell, Feygard, and Nor City ... are any in this release? So far I cannot go south to undertell, or SE to Nor City, or NW to Feygard. Do I have to set any flags to get there? Or have they even been created yet?
Those places have not been created yet.