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jack1974
I'll upload a new build shortly, to fix also that starting new game bug! :lol:
jack1974

Awesome, yeah I chose to sedate them, but even after figuring out exactly when the cards would come out, I found it hard. I cakewalked through the rest even on hard though. Samuel and Alex make a fightening team. Add in a bunch of gold cards (10 missions+ 7? side missions = 8 gold cards) and they absolutely trounced the field.

Cool, starting from mission 11 will begin to make the hard version of battles... hard :)
I don't see the changes to Elk and Inner Force, or any of the other cards, either.

Strange, I thought inner force was fixed though. Of course you'll need to try before a battle, not from a save in middle of a battle. But should be temporary boost now.
Franka
I don't see the changes to Elk and Inner Force, or any of the other cards, either.

Strange, I thought inner force was fixed though. Of course you'll need to try before a battle, not from a save in middle of a battle. But should be temporary boost now.


I loaded saves outside of battles (I generally don't keep saves inside battles). None of the cards have changed text/stats in 0.7.7 from what I can see. But I thought that might be different if I started over, so I tried that. With bad results. :lol:
Anima_
They still have the old values in my copy of the XML files. Though that may just be because Jack didn't synchronize.
jack1974
Yes forgot to synch with you Anima.

Franka, I think is because you had the card in the deck, since now you CAN'T have that card, because I moved up to Rare. So you should get Clear Vision instead :)

Anyway uploaded 0.7.8 which hope works, because I'm totally burned out and eager to go to relax :mrgreen:
kadakithis

Cool, starting from mission 11 will begin to make the hard version of battles... hard :)


Probably best, I normally don't play on hard, so I was really surprised I was so able to go through it,especially so easily. I feel bad for you though, if it isn't too hard, its too easy or vice versa.
jack1974
Indeed, also with a card game luck/random plays a big role, plus people can upgrade to gold different card on each match, etc. So I won't lose the sleep on it. I mean it's worse if is too difficult that's impossible to win a battle on hard, than "too easy". Even Hearthstone adventure matches are relatively easy, I was able to beat them all in a heartbeat, and only those where the CPU was blatantly cheating were a bit hard :)
Franka
I deleted all my saves and started over, the cards are updated now.
Franka
Today's exercise from the cruel beta tester:



1) Play Automated Repair Device 0/4

2) Play Optimization on it 3/4

3) Play Unoptimal Balance on it 4/3

4) End of turn, Optimization ends



What stats will our Automated Repair Device have now?



The answer is not obvious.





Bonus step 1b) or 3b) Play Reinforce on it. Now what?

Play Customize on it. Now what??





Bonus exercise (this is where it gets fun):



1) Play ARD 0/4

2) Play Unoptimal Balance on it 4/0



What happens now?



Bonus Answer: It can't die, but it causes funny errors when it tries to. Push ignore. You now have an immortal ARD.
[code]
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/gameflow.rpy", line 129, in script call
File "game/plot/talk.rpy", line 1733, in script call
File "game/script2.rpy", line 495, in script call
File "game/script.rpy", line 79, in script call
File "game/script.rpy", line 142, in script
File "renpy/common/000statements.rpy", line 457, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "renpy/common/00action_control.rpy", line 142, in __call__
renpy.hide_screen(self.screen)
File "game/sfx_screens.rpy", line 199, in execute
File "game/sfx_screens.rpy", line 199, in execute
File "game/sfx_screens.rpy", line 203, in execute
File "game/sfx_screens.rpy", line 209, in execute
File "game/sfx_screens.rpy", line 211, in execute
IndexError: list index out of range

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "game/gameflow.rpy", line 129, in script call
File "game/plot/talk.rpy", line 1733, in script call
File "game/script2.rpy", line 495, in script call
File "game/script.rpy", line 79, in script call
File "game/script.rpy", line 142, in script
File "F:\Temp\PSCD-0.7.8-all\renpy\ast.py", line 1689, in execute
self.call("execute")
File "F:\Temp\PSCD-0.7.8-all\renpy\ast.py", line 1707, in call
return renpy.statements.call(method, parsed, *args, **kwargs)
File "F:\Temp\PSCD-0.7.8-all\renpy\statements.py", line 144, in call
return method(parsed, *args, **kwargs)
File "renpy/common/000statements.rpy", line 457, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "F:\Temp\PSCD-0.7.8-all\renpy\exports.py", line 2400, in call_screen
rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
File "F:\Temp\PSCD-0.7.8-all\renpy\ui.py", line 277, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "F:\Temp\PSCD-0.7.8-all\renpy\display\core.py", line 2365, in interact
scene_lists.replace_transient()
File "F:\Temp\PSCD-0.7.8-all\renpy\display\core.py", line 728, in replace_transient
self.remove(layer, tag)
File "F:\Temp\PSCD-0.7.8-all\renpy\display\core.py", line 1015, in remove
self.hide_or_replace(layer, remove_index, "hide")
File "F:\Temp\PSCD-0.7.8-all\renpy\display\core.py", line 939, in hide_or_replace
d = oldsle.displayable._hide(now - st, now - at, prefix)
File "F:\Temp\PSCD-0.7.8-all\renpy\display\screen.py", line 444, in _hide
i.set_transform_event(kind)
File "F:\Temp\PSCD-0.7.8-all\renpy\display\behavior.py", line 1839, in set_transform_event
run(self.action)
File "F:\Temp\PSCD-0.7.8-all\renpy\display\behavior.py", line 295, in run
return var(*args, **kwargs)
File "renpy/common/00action_control.rpy", line 142, in __call__
renpy.hide_screen(self.screen)
File "F:\Temp\PSCD-0.7.8-all\renpy\display\screen.py", line 1063, in hide_screen
renpy.exports.hide(screen.tag, layer=layer)
File "F:\Temp\PSCD-0.7.8-all\renpy\exports.py", line 622, in hide
sls.remove(layer, key)
File "F:\Temp\PSCD-0.7.8-all\renpy\display\core.py", line 1015, in remove
self.hide_or_replace(layer, remove_index, "hide")
File "F:\Temp\PSCD-0.7.8-all\renpy\display\core.py", line 939, in hide_or_replace
d = oldsle.displayable._hide(now - st, now - at, prefix)
File "F:\Temp\PSCD-0.7.8-all\renpy\display\screen.py", line 430, in _hide
self.update()
File "F:\Temp\PSCD-0.7.8-all\renpy\display\screen.py", line 565, in update
self.screen.function(**self.scope)
File "game/sfx_screens.rpy", line 199, in execute
File "game/sfx_screens.rpy", line 199, in execute
File "game/sfx_screens.rpy", line 203, in execute
File "game/sfx_screens.rpy", line 209, in execute
File "game/sfx_screens.rpy", line 211, in execute
File "<screen language>", line 211, in <module>
IndexError: list index out of range

Windows-7-6.1.7601-SP1
Ren'Py 6.99.8.865
0.7.8
[/code]
jack1974
Having a powerful unit with several actions is not a problem, also because the enemy right now doesn't have many ways to counterattack this. From mission 11 and higher I plan to put some actions that could even kill a unit with one hit, or do other serious stuff like reduce attack/HP to 1, etc. I don't want to limit the way the players can have fun to make their powerful unit, I only need to add countermeasures for the AI :)



Instead, if use the Unoptimal Balance on a unit with 0 attack probably the expected thing is that the unit dies. I'll ask Anima, if it's too problematic I will just disable it on unit with 0 attack.
Franka
Ahh, but what do you think happens when Optimization ends at the end of turn in my example above? I'm not even trying to make a powerful unit (that's easy), I'm trying to break your cards. :twisted:
jack1974
Haha don't know, what happens? (is late and don't have time to try for myself, sorry :oops:)
Franka
Read this tomorrow then. :wink:



Our ARD has its stats swapped to 4/3 and is supposed to lose 3 attack due to Optimization ending.



A logical person might assume that our ARD now has 1/3, since it loses the 3 attack from Optimization.



A clever person might assume that our ARD dies with 4/0 because Optimization tracked the +3 to HP and takes those away instead.



A correct person finds out that our ARD gets to keep 4/3 as Optimization forgets what it was supposed to do.
jack1974
Okay I just had to try :lol: yes it becomes a 4/3 card! Well, I don't want to make Anima go insane with such stuff though (there are more important things to do) so probably will change how the Optimization works :)
Anima_
Too late. Of course here comes the prize question. What will happen now when you try that little parlour trick?
jack1974
Today Anima fixed it (in my code, not live). What happens now is:

A clever person might assume that our ARD dies with 4/0 because Optimization tracked the +3 to HP and takes those away instead.

for now I'll leave it as it is, if is too confusing I'll change the Optimization effects :)

My focus from now on is to go on and reach up to mission 15 for next weekend. I plan to do 5 missions each week. Will take longer because I want to make them much harder from now on (in Hard mode, obviously!)
Franka
In any case, the problem card is Unoptimal Balance, with its funky effect.


Too late. Of course here comes the prize question. What will happen now when you try that little parlour trick?


It turns into a Beta Tester card that gets repeatedly hit by Grenades?
Franka
When I save my game in the deck builder AFTER upgrading cards, reloading that save removes the upgrades and greys out the option to upgrade those cards. Sending a save.
jack1974
Ah I think I know what is it, do you save WHILE in the deck builder screen, right?
Franka
Ah I think I know what is it, do you save WHILE in the deck builder screen, right?


Yes, exactly.



Now, my attempts at abusing Recruit were not HIGHLY successful, but our choice of units is limited at this time. I did get a couple of rather good first turn armies though.



http://i.imgur.com/z2s5sQB.jpg" style="max-width:100%">



http://i.imgur.com/ClZPuG9.jpg" style="max-width:100%">