Wolf Hall - Development Testing Thread

Male protagonist, in the Hall for bold and athletic boys.
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Ryechu
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Re: Wolf Hall - Development Testing Thread

#421 Post by Ryechu » Mon Jun 10, 2019 9:21 am

hanako wrote:
Mon Jun 10, 2019 9:13 am
(Sorry the wand is a little hard to see unless you hide the textbox!)
I thought it was a nice touch, honestly. Easter egg~

Also, re:Logan/Luke, I did not get that reading it, but that makes sense I suppose?

https://ibb.co/56pXjjJ | Here's another comma splice. The second one can be removed or replaced with "stage, and [we] begin to sing." Though removing may just look nicer.
https://ibb.co/5cjYwtG | Tense issue. arranges -> arranged
https://ibb.co/3TF2JDG | Splice.

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hanako
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Re: Wolf Hall - Development Testing Thread

#422 Post by hanako » Thu Jun 20, 2019 10:39 pm

0.6.14 Update

New scenes in to end of Jan 21

Bingo adjusted so that the lowest number is B1 instead of B0
Pastel's talker position adjusted
Improvements to screen for replacing saves
Improvements to onscreen keyboard

Sparkle should no longer be automatically visible in exam 1
Fixed debug crash inspecting lever walls
Monsters now considered damaged if they fall down a hole
Nonviolence check should now consider throwing a monster down a hole to be violent
Some work on Cloak and Shockwave spells
Continue/Next clear menu options
Walking forward or waiting clear menu options

New scenes include: Damien, Raven, Chorale, Gym, Book Club, Hockey, Detention, Barbara, William, Minnie, New Exam

Possible issue in the dungeon: I've sometimes had the ghost wolf in exam5 duplicate. So far, I haven't been able to reproduce it reliably; it seems to be related to continuing after crashes in the dungeon. If you get two ghost wolves and figure out how to reliably reproduce it, let me know!

Ryechu
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Re: Wolf Hall - Development Testing Thread

#423 Post by Ryechu » Fri Jun 21, 2019 4:53 am

I love being able to see in-development stuff. It reminds me why I got into publishing in the first place. We get to see fun bugs like when William is talking to you about traveling and visiting you in "[Europe / Latvia / Ilyria]". (Obviously it just requires a new playthrough to get working, but stuff like that is fun to see!)

Here's an actual question: What are the flags for Minnie trust? I'm sure I screwed up one or three somewhere, but I'm curious what choices the flag looks at.

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hanako
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Re: Wolf Hall - Development Testing Thread

#424 Post by hanako » Fri Jun 21, 2019 9:05 am

If you're on Minnie's route, when she was talking to you about Wildseeds, she was fishing for information on your reaction, for reasons that will be clear later. Any screwup before that point and you wouldn't have gotten onto her route at all, the Christmas spell wouldn't have worked.

Which is not necessarily true for all characters, because I'm evil. There is one character route where some people are soon to crash into a wall based on decisions made much earlier in the game. But not yet.

woweewhoa
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Re: Wolf Hall - Development Testing Thread

#425 Post by woweewhoa » Fri Jun 21, 2019 9:35 pm

I was playing through the newest update, and I believe I found a bug in the new dungeon
When I cast Communicate with the wolf a second time, regardless of where I am in the dungeon or if I have the medallion or not, after the dialogue there's a textbox that says "XXX NOT WRITTEN BELOW THIS POINT" and it goes to the "this is the end of the current test version" page.
Also, I'm not sure if this is intended(I don't think it is anyway?), when I case both Boost Strength and Thick Hide, and when Boost Strength wears off and the extra health gained disappears, Thick Hide reduces the "damage" the spell wearing off causes, leaving me with more HP than I started with.

I'm really enjoying the game so far! Can't wait to see where some of the routes go!

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hanako
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Re: Wolf Hall - Development Testing Thread

#426 Post by hanako » Fri Jun 21, 2019 10:02 pm

0.6.16 Bugfixes

* promise->agree when you blow up the pie.
* unpromising in campaign speeches.
* William no longer promises poetry club is uninteresting.
* Capitalization consistentized when making a card for Jacob.
* Tweaked line when performing in week16.
* Strenghten strengthened.
* Set the first library study flag when you go there for the first time on Jan 11.
* Fade in dialog box for sleeping on MLK day.
* Dialog box when Barbara invites you to the gym.
* Dialog box falls out when you're evasive about why you need christmas money.
* Scrubbers for week16 connection-tried-and-failed flags added.
* Some screens around the winter holiday transition now loadable.
* Event ends properly when you leave after Barbara Shockwaves you.
* Interpolate player chose_from when talking to William in week21.
* Trophy unlock screen slightly less ugly. The trophy unlock screen will also GO AWAY after a few seconds.
* Crashes drawing LightningBolt and LightningTail units fixed (only manifested if the lightning actually had time to travel before being destroyed, so zapping something right next to you wouldn't show.)
* Painful Lessons exam response should now actually show up if we're defeated by something other than the lightning trap.
* Detect Charm now tells you "Something <direction> is enchanted" when you can't see the thing, even if there is only one suitable thing.
* Setting off the lightning trap now gives additional feedback
* Fixed a bug where announcements to all cells in a radius would hit the same cell multiple times.
* Exam5 dungeon no longer X-wrapped. This breaks saves made inside exam5 in 0.6.14 or lower.
* Debug messages trimmed.
* Ghost Wolf has an Empathy response to Mindstorming.
* Ghost Wolf should now become hostile when Mindstormed or otherwise damaged (it's all your fault, right?)
* Melee damage should now give the unit's SecondPersonHitStr, and only report the direction if you can't see the attacker (because it's to a side, behind you, or you're blind.)
* Progress on redesigning dungeon cell-selector for spells THIS DESIGN IS NOT COMPLETE.
* Bigcell chooser now responds to escape.
* Niche targeter no longer allows you to teleport things into solid rock (Now requires that one of the bigcells next to the destination niche be a valid bigcell target destination.)
* Level polisher now clears wrap_x. (Fixes wrap_x crash radius-checking things in exam4.)
* Levels now default to wrap_x = False. This may fix some dungeon saves.
* Portals now 'it' when reading inscriptions.
* No longer fall back to the main menu from the Low Minnie Trust option on MLK day.
* Now center the cellchooser map on the player again.
* Now fills in the correct name for some spells that would show as 'None' in the bigcell targeter.
* Inscribing on an illusory wall now exposes it.
* Debug messages trimmed.



This does not cover the things from the last post, but it does catch up a bunch of smaller fixes that were in the queue to be addressed.

Airy_sama
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Re: Wolf Hall - Development Testing Thread

#427 Post by Airy_sama » Mon Jun 24, 2019 5:56 am

Hi I hope I don't need a spoiler for this bug report, but during exam 5 I cast Communication on the guardian after previously talking to him. This results in a bug after he finishes speaking. The screen also shakes previously like I'm taking damage although I am in a safe place.

Edit: Also mostly unrelated, but I just wanted to say this. I am loving the game so far, and this is the only bug I've actually encountered. Even in an unfinished state I am happy that it's even better than horse hall. Don't know if this counts as spoilers but I'll mark it either way. Just wish Raven was a romance-able option, but oh well Minnie, Barbra, and William are great additions!

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/week21.rpy", line 238, in script call
  File "game/exam5.rpy", line 139, in script
  File "game/exam5.rpy", line 139, in <module>
Exception: Somehow failed to succeed or fail in the dungeon.

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

Full traceback:
  File "game/week21.rpy", line 238, in script call
  File "game/exam5.rpy", line 139, in script
  File "D:\itch\Games\magical-diary-wolf-hall\renpy\ast.py", line 814, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "D:\itch\Games\magical-diary-wolf-hall\renpy\python.py", line 1695, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/exam5.rpy", line 139, in <module>
Exception: Somehow failed to succeed or fail in the dungeon.

Windows-8-6.2.9200
Ren'Py 6.99.12.2.2029+SPIKY
 

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hanako
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Re: Wolf Hall - Development Testing Thread

#428 Post by hanako » Mon Jun 24, 2019 9:56 am

Raven is a side option (was backed in the kickstarter campaign) so it is possible to select her at Christmas and get some scenes with her in the second semester, she's just much less prominent than the "main" interests. And like Big Steve in Horse Hall, most people will probably need helpful instructions in order to figure out how to unlock her mini-route. :)

The bonus side options that were directly backed are Luke, Manuel, Suki, Raven and Pastel. The ones from the voting are Corrinna and one extra that hasn't been publicly announced yet.

In the current build, the storylines for Raven and Luke are already partly available, and Luke's mini-route is pretty easy to access. Manuel and Suki I am still waiting for more information from their backers to figure out what they want done with them. Pastel is tied to Minnie's storyline, so she'll become more prominent later on that route. The bonus voting ones I haven't yet figured out exactly how their routes will work, other than that you probably need to join the Poetry Club for Corrinna. Those two mini-routes might get added in last after the main storyline is finished.

Airy_sama
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Re: Wolf Hall - Development Testing Thread

#429 Post by Airy_sama » Mon Jun 24, 2019 7:40 pm

Awesome I can't wait to try all the options keep up the great work! :)

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hanako
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Re: Wolf Hall - Development Testing Thread

#430 Post by hanako » Sun Jun 30, 2019 12:27 am

0.6.22.1 Update

New scenes in to Jan 24th.

* Initialize exam5_lightning_trap.
* Exam1 dungeon_free() call moved after the vine/sparkle HP check.
* dungeon_free() no longer crashes clearing party.
* dungeon_can_act() now returns False when called outside the dungeon.
* Assigning quickspells now brings up a notification with an undo button. This
makes a bug where the end of the quick-cast bar is automatically filled in if
it's empty more obvious.
* Custom Seal message for Lava.
* Custom Freeze message for Lava and Floors.
* Cooled lava now pale grey.
* A crash when a wall gets killed fixed.
* No longer fall out of the dungeon when you Communicate with the wolf a second
time in exam5.
* Crash unlocking trophies fixed.
* Sealing lava should no longer crash.
* Debug messages trimmed.
* Jacob autotalker has cleaner error reporting.
* Giving up in exam5 should no longer take you to BUG: This line is supposed
to be unreachable.
* The wolf should now growl when you pick up the medallion.
* Play good sound effect when you get the medallion.
* Painful Lessons now correctly sets the flag for detention after exam5.


New scenes include: hockey, ellen, chorale, damien, william, minnie

Ryechu
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Re: Wolf Hall - Development Testing Thread

#431 Post by Ryechu » Mon Jul 01, 2019 3:49 am

Exam 5 bug that I didn't manage to get on a previous patch. Maybe I wasn't trying hard enough.

Was playing around with the pedestal. Didn't talk to the wolf. Took the medallion, got shocked, died. I got both Grabiner scenes (where I failed and the one where I ran out of HP, two separate scenes) immediately one after the other. Working on trying to replicate, but I did do some mousewheel upping trying to undo that choice when I got it to happen. May be related.

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Cautious91
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Re: Wolf Hall - Development Testing Thread

#432 Post by Cautious91 » Wed Jul 03, 2019 12:47 am

Sorry to bother, but I'm at a loss. I believe there was supposed to be an update at some point that removed automatic "scheming" reply to William when he asks for a favour? At least i think it was suggested. But it is still there. And now my character also gets it when attempting to study after Exam 1. So... Is it a developer's way to ensure that the MC get's this trait no matter what he does? Like a requirement to be able to play the game properly? :?: An obligatory thing, completely unavoidable?

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hanako
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Re: Wolf Hall - Development Testing Thread

#433 Post by hanako » Wed Jul 03, 2019 1:20 am

You only automatically respond in a scheming way if you already have the scheming trait. If your character is not scheming, then branches which test for Scheming will not fire off.

Tabs show you why you are getting alternate text. For example, if you become president, you will see "President" tabs a lot, indicating that you're getting special dialog because you are President. If you've tanked your relationship with someone, you may later see "Low Relationship" tabs when this causes alternate dialog (like someone refusing to hang out with you because you've been mean to them in the past).

Once your character becomes set in a personality type, you're going to see lots of tabs for that personality type throughout the game. Those tabs do not mean you are gaining the trait, they mean that you already have it.

motmetod
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Re: Wolf Hall - Development Testing Thread

#434 Post by motmetod » Wed Jul 03, 2019 1:51 am

It's quite easy to get the Scheming trait by accident, in my experience. For example, when I try to go for Lazy options I often end up with Scheming instead. An easy way to avoid it is to go for the Flirty options (at least that's how it works out for me).

@hanako, is there a way of seeing what traits the MC currently has?

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hanako
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Re: Wolf Hall - Development Testing Thread

#435 Post by hanako » Wed Jul 03, 2019 9:22 am

Look at the entry for your character in the Codex, it'll say the basic personality type you've got there.

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