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jack1974
I've made a new build, small fixes of course, but if someone wants to try:

http://www.macgames.biz/games/LorenRPG-1.3.0-all.zip



What's new in 1.3.0

- updated the framework to latest version of Ren'Py, should be faster and more stable

- fixed a bug that was preventing the "party member was hit" battle voice from playing (now you can hear the characters pain! :lol:)

- fixed the item with 0 quantity bug if you bought an item in shop and saved before exiting it (thanks to a command present in new Ren'Py version)
renke_
hmm, combat is strange with this bugfix - especially as only my party members scream in pain, and not my foes. as if the attacks have no effect :)
jack1974
Ah OK, I only tested it quickly, maybe the bugfix messed up with the enemies sounds, will check thanks :)

But do you hear the spells and special attacks sounds? before, the enemies didn't had any "hit" sound too, was only using some standard hit sounds.
renke_
I do hear the effects for hitting (all types of attack), but the fiends are silent, even when successfully hit.



And I think I found a regression: The damage type icons in the shop are not right of the damage type text but moved one line up
renke_
not sure if related to 1.3.0 (first time I followed the empire route), but after killing the necromancer and freeing the holy sword thing in the mountains it is anywhere, but not in my inventory.



I know Loren dislikes this weapon, but dropping it without my okay is not very polite :)
jack1974
Yes the enemies don't have any hit attacks, so that's not a bug, always was like that even in older versions. The damage/condition type instead yes is a bug.

You get the Ember sword later, when you're back in Grimoire after Amukiki tries to use it without any results.
renke_
Sorry about the "missing sword" issue - the story suggested (at least to me) I'm carrying the weapon. "Overhasty" is my middle name :)



Something completely different: It feels as if the combat is compared to 1.2.9 much slower on my Linux box (delayed effects, animations are laggy) - no hard data yet, I will create some traces within the next few days.
jack1974
For the slowness, are you sure you didn't click the button on bottom-right to change battle delays?

I am using this new framework for SOTW too, and battles are definitely faster, however I spotted some weird bugs, when you click buttons on screen sometimes (like 1 out of 10-15 times) it gets stuck like if you clicked 3 times (I hear the click sound 3 times even). So I'm pretty sure there's some issues, even if I wasn't able to find out exactly what is it (should do some tests, but don't have time right now).
renke_
Found the culprit: PulseAudio, the bane of my life.



Since years I struggle with this masterpiece of overcomplicated audio daemon, according to Lennart* I'm nearly the only one. harr harr.



Test case: lizard king boss fight, two iterations

* Patched 1.3.0 w/ config.profile = True

* Patched 1.3.0 w/ config.profile = True and config.sound = False



=> event completion with deactivated audio subsystem is about 25% faster, in edge cases (especially as I don't trust Pulseaudio's software mixer) enough to create lag - I presume audio is higher priorized (would make sense, audio lag is more disturbing compared to graphics flitter).



I didn't observed the delay I mentioned yesterday, but 25 % difference for a few sound effects point to PA <insert hour-long rant here>.



tl/dr My archenemy bested me again :)



*) as in Poettering, maintainer of the software
jack1974
Sorry but I didn't understand (I'm not a linux expert) :lol: is a problem of Ren'Py, or of the sound library you're using? (in which case I can't do much about it obviously).
renke_
It's neither your nor renpy's fault, just ignore my rambling and use the current version of the framework :)



PS Chapter 2, when returning to the Citadel: instead of the interior background the error message "Image 'bg' can't take parameters 'castle int'. (Perhaps you got the name wrong?)"; this does work in chapter 1. [a little bit later: the only affected part is the "cut-scene" with Myrth and A-something (forgot the name of the wizard...), afterwards the citadel interior is shown without problems]
jack1974
This is strange since is the same command, should find it! If you have a savegame where I can see that I'd be curious to check what's going on! :)
renke_
mailed as described somewhere here in the forum
jack1974
Thanks, fixed. Odd that this behaves differently from the previous version though! I think this Ren'Py release has still some well-hidden bugs (that will surely come out when I test SOTW! :lol:)
renke_
[loosely related to 1.3.0, more a long-time issue]



First I thought I had to file a question you would file under "argh! stupid customers!", but now it looks more like an inconsistency.



The inventory help includes the attractive hint that it would be possible to define two weapon setups - really great, as changing weapons in battle is rather fiddly but needed for better results (different damage types for different foes).



See http://datamining-fuer-anfaenger.de/foo/actual_inventory.png and compare it to your http://www.winterwolves.net/viewtopic.php?p=6942#p6942 - did you notice the difference? :) It seems your help still mentions an out-dated implementation with two separate weapon configs but, at least since 1.2.9, the shipped version supports one melee and one ranged weapon slot.
jack1974
Ah no, the switch weapon was only in the early stages, isn't a change of version 1.3. It has always been like that since version 1.0 or earlier (I think we removed it because was causing lots of problems during beta, but is 2 years ago so maybe don't remember correctly). I simply forgot to update the quick help text in inventory!! :lol:
Anima_
If I remember correctly it was because the testers were to lazy to switch between close and long range weapon setups and we decided to make the selection automatic :wink:

That shows how many people read the help text.
renke_
Users are lazy and http://winterwolves.net/viewtopic.php?f=2&t=3267 :)



btw, new 1.3.0 bug: I now have 13 party members and the shop only displays 12 of them, currently Draco is missing - more than 12 displayed chars was possible with 1.2.9.
jack1974
Ah yes found it, the portraits don't fill completely the space (one column is missing). Will fix it, thanks :)
renke_
Another case of nortfost*.



After chosing thief as class the game explains "that you can use Loren's Guard action to protect any Thief or Mage positioned in the back row". Unfortunately this is not exactly true as the Guard skill is not available to the player, according to rtfc Guard is not part of the skill tree but restricted to some NPC classes :)



*)


no one reads the fucking on-screen text