Search found 417 matches

by Spiky Caterpillar
Fri Feb 21, 2020 6:53 am
Forum: Wolf Hall
Topic: Bug/Crash in Exam #7
Replies: 1
Views: 242

Re: Bug/Crash in Exam #7

Nah, we thought someone would try it or the button wouldn't be there... we just didn't TEST it well. (My guess is that it worked when it was first added and then got broken by a later change, but I'm not 100% certain)

There's a candidate fix in beta version 1.0.10 on Steam now.
by Spiky Caterpillar
Thu Feb 20, 2020 3:36 am
Forum: Wolf Hall
Topic: The changelog thread
Replies: 6
Views: 714

Re: The changelog thread

Changes in 1.0.8:
  • Fixed a crash trying to communicate with monsters.
  • Debug messages trimmed.
  • spell_target_direction now discarded on save, so new saves won't generate warnings complaining about it on load.
by Spiky Caterpillar
Wed Feb 19, 2020 7:14 pm
Forum: Wolf Hall
Topic: The changelog thread
Replies: 6
Views: 714

Re: The changelog thread

Player-visible changes in 1.0.7: Fixed a crash loading CG unlocks from the Steam Cloud. Now ignores _reload* save files in the Steam Cloud. This fixes the bug where, if you'd used shift-R to force a game reload, the game would try to reload every single time you started (because it found a _reload f...
by Spiky Caterpillar
Tue Feb 18, 2020 1:00 am
Forum: Wolf Hall
Topic: The changelog thread
Replies: 6
Views: 714

The changelog thread

Changes in 1.0.2: Loading saves made with the demo-over screen up on September 9th should now return to the scene you were in before the end of the demo. (This won't do anything about saves made with the demo-over screen up on other days as a result of alpha testing, but I think there aren't nearly ...
by Spiky Caterpillar
Mon Feb 17, 2020 9:31 pm
Forum: Wolf Hall
Topic: is there a debug console?
Replies: 12
Views: 1255

Re: is there a debug console?

Yep, the standard Ren'Py debug console is in there, accessible through shift-O. (In spite of the fact that we're going to get five or six bug reports from people who think it was left in by mistake...)
by Spiky Caterpillar
Tue Feb 04, 2020 11:28 am
Forum: Wolf Hall
Topic: Wolf Hall - Beta Testing Thread
Replies: 61
Views: 4653

Re: Wolf Hall - Beta Testing Thread

You'll get slightly more hints about him if you've joined the Midnight Poets, but he's very much a bit player.
by Spiky Caterpillar
Thu Jan 30, 2020 12:59 pm
Forum: Wolf Hall
Topic: Wolf Hall - Beta Testing Thread
Replies: 61
Views: 4653

Re: Wolf Hall - Beta Testing Thread

what are the chances of making the protagonist roommates with Donald and Luke instead Not Happening - we have plot reasons to give the PC a room of his own in this game. Now, it WOULD be a good AU fanfic if you (or anyone else) wants to write it... Also, in general we're WAY past the time when we'd...
by Spiky Caterpillar
Wed Jan 29, 2020 5:15 pm
Forum: Wolf Hall
Topic: Wolf Hall - Beta Testing Thread
Replies: 61
Views: 4653

0.9.2 changelog

Player-visible changes: * Fixed a crash unlocking the finale trophy. * Wards should now block monster attacks as well as monster movement. * A crash in Wrong Way traps has been fixed. * Fixed yet another way to get the dungeon help stuck onscreen by bringing it up on the way out of the dungeon. (It ...
by Spiky Caterpillar
Tue Jan 28, 2020 5:28 am
Forum: Wolf Hall
Topic: Wolf Hall - Beta Testing Thread
Replies: 61
Views: 4653

0.9.1 changelog

0.9.1 should now be available on Itch. Changes between 0.8.20 and 0.9.1: * Bug where the game will return to the title screen after a late conversation with Damien fixed. (Specifically, when you choose 'Give Up' after trying to convince him to quit the game ) * Trophy unlocks now actually saved in y...
by Spiky Caterpillar
Mon May 06, 2019 4:34 am
Forum: Wolf Hall
Topic: Wolf Hall - Development Testing Thread
Replies: 587
Views: 50188

Re: Wolf Hall - Development Testing Thread

Tonight's patch (0.5.48) makes the larger body save correctly. (It won't fix old saves, but hopefully there aren't that many of them yet)
by Spiky Caterpillar
Wed Mar 27, 2019 5:54 pm
Forum: Wolf Hall
Topic: Wolf Hall - Development Testing Thread
Replies: 587
Views: 50188

Re: Wolf Hall - Development Testing Thread

I believe the save glitch has to do with the change to move-reporting, which makes it much more likely in the practice dungeons where the Training Dummy may be moving around. We're working on it. What I've tried seems to be consistent with this. Every time I kill all the dummies with something like...
by Spiky Caterpillar
Tue Mar 19, 2019 7:59 pm
Forum: Wolf Hall
Topic: Wolf Hall - Development Testing Thread
Replies: 587
Views: 50188

Re: Wolf Hall - Development Testing Thread

Changelog for 0.5.25: * Setting the text window brightness back to 0 no longer triggers save warnings whining about bg_brightness. (You should get the warning at most one more time.) * Resetting video settings to default now turns off wing cropping. * Note about spellcard pulled from Sacrifice spell...
by Spiky Caterpillar
Mon Mar 18, 2019 10:51 pm
Forum: Wolf Hall
Topic: Wolf Hall - Development Testing Thread
Replies: 587
Views: 50188

0.5.24 changelog

I've put in a better fix for the call stack bug (files are loaded in alphabetical order, so on Itch on Windows Ren'Py would still think that labels in files loaded before the file with the fix were under lib/windows-i686.). The rest of the saves which previously loaded with a call stack error should...
by Spiky Caterpillar
Sun Mar 17, 2019 5:10 pm
Forum: Wolf Hall
Topic: Wolf Hall - Development Testing Thread
Replies: 587
Views: 50188

Re: Wolf Hall - Development Testing Thread

Alternately I could be missing a "back up 1 screen" option if it exists. The page up key and the mouse wheel both allow you to roll back to prior screens (and even to change decisions if you clicked the wrong button!) in normal play. In the dungeon they allow you to view prior text but not to chang...
by Spiky Caterpillar
Sun Mar 17, 2019 5:09 pm
Forum: Wolf Hall
Topic: Wolf Hall - Development Testing Thread
Replies: 587
Views: 50188

Re: Wolf Hall - Development Testing Thread

Saves which previously complained about discarding labels in lib/windows-i686/ will now load correctly. (The underlying problem was that apparently when you start the game from Itch on Windows it changes to lib/windows-i686/, thinks all files live there, and then choked on load because my code was j...