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Re: Wolf Hall - Development Testing Thread

Posted: Mon Mar 18, 2019 11:19 pm
by jellybi
Hooray for the message screen contrast customization update!

Also Damien looking miffed when you decide to crop wings was a funny touch.

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 12:49 am
by MegaZeroX
I found a typo where, if you play pinball on the first Saturday, you get this:

Image

This sentence should actually read "In the end, I didn't hit the jackpot, but I learned a few things about pinball and had fun. Stress decreases by five"

I'm not sure if this has been fixed yet, since my version is the one on itch.io that released as soon as the game became available.

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 1:26 am
by MillaMaxwell
I found a small typo:

Image

This should be "learning," not "leaning."

Regarding the pie, I pretended it was from me as a peace offering from Wolf Hall and then later I confessed the truth to Ellen. I haven't tried anything else yet, but I really liked that route so that's probably going to be my default solution any time a route doesn't specifically call for something else.

Some other notes now that I finished my first playthrough:

* Luke was way more adorable and fun than I expected. In Horse Hall, he mostly just seemed like Donald's sidekick, but he's definitely his own character here and I really enjoyed every time we talked. I'm really glad he got in via Kickstarter. :)

* I got the Sporty personality type and enjoyed it a lot, which is kinda funny because in Horse Hall, I kept trying (unsuccessfully) to turn Mary Sue into a sports-averse nerd. Gary Stu's "Americans respect sportsmen" attitude just makes the sportiness much more enjoyable to me.

* I loved the little pop-ups in the corner that tell how the current conversations are affected by your previous decisions. It makes it a lot easier to see how your actions all fit together and is a great way to hint at different choices you can make in future playthroughs, so this is one of my favorite quality-of-life features to see in VNs and raising sims. I'm glad to see it here!

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 3:20 am
by MegaZeroX
Just got caught up in the thread.

To answer the question Hanako put forward, I liked claiming the pie was our own so Ellen calls Damien a liar. Like others, I of course confessed afterwords.

I have done a few playthroughs now, but unfortunately the routes don't happen until after Christmas, so I'm probably going to hold off for a while until that actually happens.

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 4:02 am
by Oki
*Sobs deeply* I feel like a kid again playing this! Man I missed this series. I thought playing as a guy would be a deal breaker in terms of enjoyment, but I love my stupid Prince boy. So glad I kickstarted this, so glad the game is going to be out <3_<3

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 8:31 am
by arcturuse
hanako wrote:
Mon Mar 18, 2019 9:57 am
vague silly curiosity: What was people's preferred way to deal with the pie?

I seduced Damien on my first play (but I was a little skeptical after he left with the rest of the pie since he could offer them to Ellen for all I know--) and then on my second play I bluffed my way out. That scene later on when Ellen called him out as a liar was worth it ; ) I tried both telling Ellen the truth and keeping up with the lie, but seems like there's no difference in those choices so far. On my next play, I would probably try running away from Virginia and Ellen to see how that goes hhh

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 7:59 pm
by Spiky Caterpillar
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-learning scene.
* Sacrifice spellcard desc mentions cost and max MP gain.
* Sacrifice gives a different message when you don't have enough HP left to gain anything.
* 'replied on standard suppliers' typo fixed.
* exam3 debug code now sets correct date.
* If you've somehow managed to be defeated in exam3 (Boost Strength+Sicken will do it), now treat it as self-destruction.
* Units of unspecified location no longer get spuriously reported as 'moving' when we walk past them (occurs with Spirit Echoes data-carrier units.)
* Detect Charm should no longer insist that rune circles are buttons in the floor.
* Disenchanted rune circles should no longer be falsely reported as enchanted when you cast Detect Charm next to them.
* Detect Charm now reports 'something to the <compass direction>' is enchanted when there's something that's within detection range, the player can see,
but the player can't see the specific item. (Say, because there's a wall blocking the way...)
* No longer crashes when you try to crush the Abyss.
* Spirit Sense now adds the spirits' location to your list of Known Facts.
* Sparkles now become visible once they notice someone can perceive them.
* Dungeon console massively reworked under the hood. This should make it a lot simpler to code Detailed Feedback For Things because the rework means that I can have a more-accurate description of an event REPLACE a less-accurate one - giving us "The snail leaves to the north." instead of "The snail leaves to the north. The snail leaves to the north. The snail has moved." without having to disable "The snail has moved." This will probably wind up breaking something somewhere. (It also means that dungeon console contents in pre-0.5.25 saves will be truncated, but that's minor.)
* Unit leave events now reported to the player.
* Better debug representation of UnitFacts.
* Reporting of unit movement now distinguishes between units which have moved in the previous turn and units which are just there (for example, because they moved into a dark cell and you just lit it up.)
* No longer report 'the Carving has moved' when you know it's enchanted and are moving around in its vicinity.
* Flames and Telepyre now damage things in the surrounding niche cells.
* Walls taking Fire damage now gain the Scorched condition.
* Walls taking damage now may lose some moss (higher moss loss for Fire damage)
* Damage elemental types now all Titlecase (internal change which SHOULD have no visible effect and will improve maintainability, but might break some type-specific damage code somewhere.)
* Debug messages trimmed.
* Inventory tooltip now moved out of the way of wands (if you have a wand equipped)
* XXX pulled from Drain Life spell-learning scene.

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 8:26 pm
by hanako
mooncookies wrote:
Sun Mar 17, 2019 7:17 pm
I'm not sure how to upload an image but in the second exam (with the abyss) I can detect charms on the left side and it tells me about a trigger on the floor (which I can press by examining) but then when I examine there's nothing there.. Is it possible to complete that dungeon with a green only route?
I misunderstood this question when you first posted it (I was thinking of the second exam, which is the poison gas one) but we have now found the problem about the 'button' which didn't actually exist.

And yes, you can complete that dungeon Green-only (well, Green plus the first-week spells everyone gets). There is a Green way to get over holes. It involves a spell that works differently in this game than it did in Horse Hall.

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 8:35 pm
by cheshjabber
How do you update the demo to the latest version? Mine's version 0.5.22 right now and I can't figure out how to get the more recent updates.

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 8:44 pm
by FantasyFan
My computer wouldn't let me take a screenshot for some reason, but when you examine the boulder in the second dungeon, the message says, "You examine the Boulder. Sphere" and then some coding.

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 8:45 pm
by hanako
cheshjabber wrote:
Tue Mar 19, 2019 8:35 pm
How do you update the demo to the latest version? Mine's version 0.5.22 right now and I can't figure out how to get the more recent updates.


If you're running the game through the itch app, it should auto-update, and since it will only replace the files that have changed, most updates are very quick.

If you downloaded the zip manually and played it that way, you'll need to go back to the game webpage and download a new zip file. This is obviously slower as you have to download the whole game every time, but it lets you keep full control over exactly when you update.

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 8:46 pm
by hanako
FantasyFan wrote:
Tue Mar 19, 2019 8:44 pm
My computer wouldn't let me take a screenshot for some reason, but when you examine the boulder in the second dungeon, the message says, "You examine the Boulder. Sphere" and then some coding.
What game version are you playing? This should have been addressed in a recent patch, though if you were already inside the dungeon in your last save I don't know if it would update the description.

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 9:01 pm
by cheshjabber
hanako wrote:
Tue Mar 19, 2019 8:45 pm
If you're running the game through the itch app, it should auto-update, and since it will only replace the files that have changed, most updates are very quick.

If you downloaded the zip manually and played it that way, you'll need to go back to the game webpage and download a new zip file. This is obviously slower as you have to download the whole game every time, but it lets you keep full control over exactly when you update.
Oh, gotcha! This is my first time doing anything with itch so I didn't realize it had an app lol. Thanks!

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 9:02 pm
by FantasyFan
I actually wasn't aware that there was a new version until I came to the thread to report the bug.

Also, I think there's a spelling error. When you go out with Damien to the Glen, he says "I believe they replied on standard suppliers." I think it's supposed to be "I believe they relied on standard suppliers."

Re: Wolf Hall - Development Testing Thread

Posted: Tue Mar 19, 2019 10:36 pm
by surreal_chameleon
Donald leaves before actually giving permission to Virginia's request.

At the end of the bouquet scene, the line "Can I help with anything?" is followed by "So, is there anything I can help you with?". Delete the Can I help line before jumping to the next label?

Maybe a codex entry for the tetronarch?

I have yet to see any strength checks in the storyline.

Really enjoying the new characters and learning new things about the old ones. Barbara is a particular favorite. It might be interesting to have Gary try communicating with her using her nonverbal style.