Update 1.9 - ID: 111

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FORUM: Bug Reports

This topic was started by Nimue on 12/10/2011, 15:57:26

First of all, thanks for the update! I haven't tested it really thoroughly yet, but here are a few first impressions:


  • The automatic reload works nicely - very convenient :)
  • The map load time problem seems to be fixed - the maps come up more quickly now, and a load message pops up in the meantime.
  • Nice job on the inventory revamp. Also, buying and selling stuff at shops goes much more smoothly now.
  • I admit I'm not altogether happy with the way lock picking works now. Picking locks is a thieves' skill, and word guessing games seem to have little to do with that. Thankfully, the obligatory "drop chest" after dungeon fights has been removed, or lock picking would quickly become really tedious.
  • I haven't found any new problems so far, but like I said, I'm still testing. One of the things I still have to look into is the new character creation workflow. From the announcements it seems like it has been improved a lot.

    Keep up the great work :)


    Thank you very much for your input, Nimue!

    I think the last word on pick locks has yet to be spoken. This is the first step in making it more enjoyable, and probably won't be the last :-)

    Regards
    Mario


    Glad to hear that ;)

    By the way, what happened to the "Disarm traps" option when opening chests? I just failed to pick a lock, and the chest exploded in my party's face without any chance to find and disarm the trap first. My rogue is lvl 6, so she should at least have a chance to spot traps, methinks...


    When you force a chest open, or entered the wrong word, a check against Disarm Traps is made to determine if the trap fires off (if one exists).


    Quote from Author: icetear
    When you force a chest open, or entered the wrong word, a check against Disarm Traps is made to determine if the trap fires off (if one exists).

    Okay, thanks for the clarification :)


    Bows and arrows work well. However I bought throwing knives, throwing spears, etc. that supposedly my non- magical characters could use. I found out even though they're in the character's inventory I can't use them or equip them. A little disappointing.
    I agree with a previous post regarding using word games for lockpicking when lockpicks are part of equipment that's in the game. Not a lot of fun and what use then are lockpicks?
    Overall this is still an awesome game and I will keep playing.


    Quote from Author: yumaman09077
    Bows and arrows work well. However I bought throwing knives, throwing spears, etc. that supposedly my non- magical characters could use. I found out even though they're in the character's inventory I can't use them or equip them. A little disappointing.

    I agree with a previous post regarding using word games for lockpicking when lockpicks are part of equipment that's in the game. Not a lot of fun and what use then are lockpicks?

    Overall this is still an awesome game and I will keep playing.

    Hello yumaman09077,

    you may want to send me one of your save games. When buying items, you should see those that you can use in green colour. Once bought, they can be equipped and then used in combat.

    As for the lockpicks: Lockpicks help you finding the right word, if used.
    I never was satisfied with the way The Bard's Tale implemented chests - casting TRZP for 2 spell points was the better method each time. My approach aims at giving some more depth to chest opening. Of course, a word game is not comparable to the way Wizardry or Oblivion handles it. Maybe there will be a more adequate means of using your brain to open chests in the future.

    Regards
    Mario


    I vaguely remember that "dungeon lords" had a good way of implementing chests but I'm a bit hazy on the details. I'll load it up and post some screen shots if that would help?


    Quote from Author: doofus
    I vaguely remember that "dungeon lords" had a good way of implementing chests but I'm a bit hazy on the details. I'll load it up and post some screen shots if that would help?

    Actually it's merely a matter of time :-(
    I have some sort of Wizardry VII system in mind, which I plan on implementing later (but not too late). But too many things have higher priority by now. Thank you for pointing me to dungeon lords, I will have a look into it!

    Regards
    Mario


    Quote from Author: icetear

    As for the lockpicks: Lockpicks help you finding the right word, if used.

    I never was satisfied with the way The Bard's Tale implemented chests - casting TRZP for 2 spell points was the better method each time. My approach aims at giving some more depth to chest opening. Of course, a word game is not comparable to the way Wizardry or Oblivion handles it.

    My point exactly ;) Although I'm not sure if you even could implement an Oblivion style mechanism on an iPad/iPhone - plus, the Oblivion system relies more on the player's (not the character's) dexterity than their brains. I tend to use the "Auto attempt" button a lot :oops:

    Having said that, I'm confident that you'll come up with a solution eventually, and it's still a great game and I look forward to getting my hands on the full version :)


    Here is a screenshot of how dungeon lords implements disarm traps... <URL url="dlords2008-10-1319-36-40-81.jpg"><LINK_TEXT text="http://media.photobucket.com/image/dung ... -40-81.jpg">dlords2008-10-1319-36-40-81.jpg</LINK_TEXT></URL>

    A progress bar moves from left to right and you have to match the symbol.

    The higher your disarm traps skill the slower the bar moves.

    You could cycle symbols faster or slower and the lucky rogue would have to match the symbol.

    Alternately, you would have to type a particular set of letters in a particular order and timing?

    Not sure if this helps you or not.


    I'm now using throwing weapons. I'm not sure what I did wrong before but at least I figured it out enough to be able to use them. Looking forward to full version and any updates between now and then. I'm currently unemployed but maybe when the full version comes out I can borrow some bucks. Keep up the good ideas!


    I just noticed that the Repeat Commands combat option still seems to have a glitch. What happened was this: I was fighting the Orc Chief below the watchtower, when one of my melee fighters got knocked out and was thus moved to the bottom of the party roster. That seemed to have upset my magic users' aim: they both cast their spells (Battle Strike and Star Fire, respectively), and the spell points were deducted, but nothing else happened. In the following round, I used Fight rather than Repeat Commands and everything worked fine again.

    Another (minor) point: the "You get a new log entry" message is triggered every time the party enters or leaves the watchtower, even if they've been there before. The log entry is only created once, though, so it's more a cosmetic issue than a real problem.


    Hello Nimue,

    I am aware of these problems and will fix them asap :-)
    Thank you very much!

    Regards
    Mario