Wolf Hall - Beta Testing Thread

Male protagonist, in the Hall for bold and athletic boys.
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hanako
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Wolf Hall - Beta Testing Thread

#1 Post by hanako » Tue Dec 31, 2019 6:42 pm

If you were not able to participate in the kickstarter (wrong country, paypal, etc) you can back the game's development and join in the testing here. The game is now nearly complete and can be played to the end, but still has content to be added!

We don't have a true 'spoiler' text function on this forum. We traditionally handle it by changing text to a light color like this so that it's hard to read without highlighting it, making it easy to skip over for people who don't want to see. You can change the text color either by clicking the little droplet icon next to the text-size dropdown or by typing color-change code:

Code: Select all

[color="white"]White Text[/color]
White Text

And if you want to be even more secretive you could make your text small...

Stuck in a dungeon puzzle? There's several different dungeons, so it helps to describe what's around you as much as possible, and also tell us what spells you have!

We are pushing out a lot of patches quickly to handle bugs, so it helps to keep an eye on your version number! 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 file manually, though, you'll have to download new ones in order to get the latest version.

Did a spell do something odd, something that didn't make a crash but didn't seem quite right? Please let us know! There's a lot of spells and all their interactions are pretty complex, so we expect a few bugs, but the more you tell us the faster we can repair it.

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hanako
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Re: Wolf Hall - Beta Testing Thread

#2 Post by hanako » Tue Dec 31, 2019 6:50 pm

0.8 Update - Game now winnable!

* New scenes through to the end of game! (pass one; content remains to be added)
* Party save warning that can occur if a partymember is loaded before the
player character is fixed.
* Stick a ceiling over the DummySpawner in the final tutorial.
* Now take Truesighted darkness into account in more player visibility checks,
fixes a bug where you couldn't see something to pick it up after dropping it
in Truesighted darkness.
* Illusory walls now give Detect Charm "Something to the west is enchanted"
instead of "You sense that Something..."
* Discard the partymember command menu in saves.
* Invisible things detected as enchanted in the caster's current cell get
described as "something here" instead of "something to the here".
* Partymembers now use the player's last_visible set as well, so you get
more useful enchantment reports when Luke casts Detect Charm.
* Grammar stub for reporting different name_Articled values to partymembers,
so we don't get "You is enchanted" when Detect Charm tells Luke that the
PC is enchanted.
* TimeLimited condition no longer magical, so the player won't be reported
as enchanted.
* If you give a partymember an order when you've already chosen an order,
the spellcard for the currently-chosen order is shown. This allows the
player to check spellcards if they don't know the details.
* Detect Charm now checks the is_object field and no longer reports.
* 'You feel something arrive.' message suppressed when you can see the
thing that arrived. This fixes "You feel something arrive"s when moving
into Truesighted illusory darkness with a party.
* Training dummy spawner tiles are now enchanted.
* Tutorial8 now actually spawns the table.
* Playback of RNG logs significantly improved. Now I know that a random
exposed cell encountered entering the final tutorial was probably not
the fault of the RNG.
* Removed the directional note when exposing an illusory wall through Open -
you'll see it on the minimap and firstperson view anyhow, and 'the stones
of the straight ahead wall' was silly.
* Spirit Echoes units should no longer show up as ? on the minimap when
discovered.
* Sicken should now give the player a "You cast Sicken" message.
* No longer show the melee attack string when something does a non-melee attack
on something else
* Should now report the target when a partymember or visible monster is casting
a spell on something we can see.
* Dungeon console now shows a 6th line of text.
* Now show a click-to-continue indicator when there's text we haven't yet read
in the dungeon console. It repositions automatically depending on whether or
not we have a party tab.
* Non-physical objects no longer can be obstacles to queuedmoveadjacent. That
fixes the bug where trying to push something through an illusory wall leads
to it bumping into the wall (and taking damage, if Force Pushed)
* Show costs in the buttons for partymember commands.
* Fixed the weird bug where sometimes you wouldn't be able to move certain
directions. (The one that was preventing me from running away from monsters
in the final.). The cause was that I was skipping unit movement if a unit
was moving from the cell it was in to the cell it was in. I'm not sure HOW
that code generated the bug though...
* DefeatedFaders now have a safe default inventory value. (Fixes a crash when
loading a save made right after defeating something, because the fader
discards its inventory on save and the dead monster is in its inventory...)
* Spirit Sense now gives a different message when you've got a party.
* Partymember Empathy responses in.
* Low-level support for normal custom inscriptions added.
* Low-level support for fading inscriptions added.
* Inventory items can now have options.
* Fixed crash longjmping into a wall.
* Now use "crashes into" instead of grammar_advances when reporting something
flying into an obstacle (e.g. Luke longjmping into a wall)


We just added a ton of stuff, considering the final exam with all its party-based interactions and some new features, and of course the final dance which has a huge number of options for things that can happen at it, including some options that only come up if you have no date for the Ball at all.

Please report anything that goes wrong!

Now is also the time to talk about character routes, as they come to an end. Not all endings will meet everyone's tastes, obviously, but if something really didn't work for you, feel free to post about it (spoiler text please!) and explain why. We do sometimes tweak things. Virginia's ending in the first game got altered because it wasn't giving the right emotional cues, iirc. Also feel free to talk about endings you DO like (again, spoilers) - feedback is the best gift!

The ending song currently playing over the credits is NOT the final version. We're still working on getting all the pieces recorded, it will be updated. But there's enough there to give an idea of what we're going for and how it ties into the game plot.

Other things still to be added:

Custom dungeon inscriptions! (I've plotted out which dungeons everything will be written in, but haven't put them in yet)
Balthasar's Mushroom Club!
The remaining Kickstarter Cameo characters (some of whom are in the above club)
Manuel's side romance
Suki's side romance
Achievements!
Gallery
The endgame bonus dungeon (though that _may_ wait to be a post-launch update, we'll see)

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waff1ez
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Re: Wolf Hall - Beta Testing Thread

#3 Post by waff1ez » Wed Jan 01, 2020 12:20 am

Just finished Barbara Route, it was bitter sweet. I do understand that it is left up to interpretation but I do wish there was a little more in the epilogue or something. I know its early but do you think that or a dlc or something will be added? Anyways, final exam is hard still haven't solved it can't figure out how to do it just yet. Game is very fun can't wait for the full release!

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Re: Wolf Hall - Beta Testing Thread

#4 Post by waff1ez » Wed Jan 01, 2020 12:44 am

I found the solution to the Final Exam, also a quite big bug regarding the Corrina route, theres a weird loop where at the end of the route the dance/ball scene plays again and you get an unidentified error, after which the music plays and your year book shows all while theres the game (the dance scene itself) going in the background.

wendymarlowe
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Re: Wolf Hall - Beta Testing Thread

#5 Post by wendymarlowe » Wed Jan 01, 2020 4:33 am

It's been a long time since I last played this (I think you weren't through Christmas yet) - enjoying it very much! I did get a bug at the very end, at the dance - I went without a partner, got through about half the dance, then got bumped back to the hallway before the dance with "while I wait for my partner" screen. It put me back through to the dance and crashed right at the end (I think?) which I wasn't able to get it to come back from.

So, err, as a reminder - do you need crashed game files, and if so, how do we get them to you? Sorry, this forum got a lot busier since last time I was here :-)

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hanako
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Re: Wolf Hall - Beta Testing Thread

#6 Post by hanako » Wed Jan 01, 2020 11:52 am

That particular problem we know about and should now be fixed in the 0.8.1 patch - it was affecting anyone who went to the Ball technically without a date (which includes some of the side romance paths who you meet at the dance instead of escorting them) because it was jumping to the wrong point at the end.

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Arent
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Re: Wolf Hall - Beta Testing Thread

#7 Post by Arent » Wed Jan 01, 2020 2:42 pm

waff1ez wrote:
Wed Jan 01, 2020 12:44 am
I found the solution to the Final Exam, also a quite big bug regarding the Corrina route, theres a weird loop where at the end of the route the dance/ball scene plays again and you get an unidentified error, after which the music plays and your year book shows all while theres the game (the dance scene itself) going in the background.
There is a Corrina route? :shock: How? Where? :mrgreen:

Is there also a Pastel route? I like childhood friends & I only got the option to break up with Minie, which I didn't want to do.

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Arent
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Re: Wolf Hall - Beta Testing Thread

#8 Post by Arent » Wed Jan 01, 2020 3:01 pm

First of all, I'm happy that you have done a sequel to horse hall! I missed the kickstarter, so I had to jump in a little bit later. I also gave a little extra since I have to admit that I, err, did not receive your first game through official channels. I hope that covers it.

Good parts:

(1) The world, characters and some interactions. The world is simple and funny, the characters memorable. The story is light, but also engaging, there are little secrets. It is a nice casual game you can pick up and play.
(2) That being said, I am only interested in some characters, namely Barbara and Minnie. Silent girls are always funny :mrgreen: Ellen is a bit too grumpy, but I might play her route for completion.
(3) There wasn’t much drama/conflict apart from revealing one’s true identity in Barbara’s and Minnie’s case. Barbara didn't find the entrance to a great secret dungeon from ancient times not even Potsdam or Grabbiner were aware of, getting trapped in there & you had to find your way out of it. Minnie didn't confront Potsdam about her political views, getting on trial or even stripped of her magic. But maybe that's something for sequels. I didn’t play Ellen’s route yet, so maybe there is more action ;)


Constructive Criticism:

(1) Honestly, is there any meaning to the training dungeons? I'm just always running around a little and then leaving? There are so many of them that I suspect there is some meaning to them, but I couldn't find any so far.
(2) Please don't try to educate your players. You can touch political topics, but you should always do that in a honest manner & respect the views of others. If you do not, people will become annoyed and not play your game.

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Re: Wolf Hall - Beta Testing Thread

#9 Post by hanako » Wed Jan 01, 2020 3:29 pm

The practice dungeons are literally that: practice. It's because it's a little unfair for people to be dropped into an exam with spells they've never cast before and have no idea how they function, and then be expected to solve puzzles with them.

So the training dungeons exist so that you can go "What happens if I cast Entangle on an abyss?" without worrying that you're going to blow all your mana and fail a test. It gives you a chance to find out what spells actually do so that you can make intelligent plans later.

Each practice dungeon generally includes some element that you'll want to know about before the next exam, without completely spoiling the next exam. So, like, the very first practice dungeon has a DARK SQUARE in it, because darkness is an element of the first exam, but it's not the only obstacle in the first exam.

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Re: Wolf Hall - Beta Testing Thread

#10 Post by hanako » Thu Jan 02, 2020 1:49 am

0.8.3 bugfix

* 'Lazy' now renamed 'Laid-back' in player-displayed text. (I might have
missed something; got the effect tabs, the top stat function, the
player's own codex entry)
* Yearbook should now upload the correct exams-beaten count if you beat exam2.
* Fixed crash examining inscriptions.
* No longer crashes reaching the yearbook if you danced with Raven.
+ Yearbook CGI now correctly displays Raven relationship.
* Removed some duplicate Angela image definitions that were causing
crashes in her dance scene.
+ Interpolate %(Firstname)s in yearbook signatures.
* Actually build the memberships list for yearbook entries.
+ Yearbook entries now properly display black and white charms.
+ WolfPC image composer also now allows uppercase letters, properly displaying
black/white charms again.
* When partymembers are moved to follow another partymember, no longer drag
ones which have already been removed from the level (so we don't wind up
crashing by trying to go down the hole multiple times.)
* No longer fall down holes if we're no longer in the level.
* 'the Luke'/'the Donald' now just Luke or Donald.
* Now use name_Articled for things falling into holes. Fixes "The Luke
falls into the hole."
* Error message trying to enchant non-object objects no longer crashes.
* Scrubber for chose_week35_grabiner_musette added.
* Fixed scrubber for chose_week34_william.
* 'an echo of a ghost' no longer has *** in the displayed text.
* Now hide the crystal orb sparkles after successfully beating the final.
(This happens in the teleport out)


This should now allow people to get 100% exam success for their yearbook listings (which will be an achievement eventually when I get around to writing those!)

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Arent
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Routes/walkthroughs/tips/secrets

#11 Post by Arent » Thu Jan 02, 2020 12:44 pm

Mabye people want to give tips about the various routes they have discovered, secrets they have found, general tips and how to obtain stuff.

I'll just start. Until now, I only got Barbara's and Minnie's route. I also discovered the 'secret' poetry club.

To get Minnie:

You need to run as president. I only managed to win by taking the advance money, buying *everything* on the list, calling myself "Wolf King" and helping out in the study session. Maybe, another name works better or there are other ways. If you do that, Minnie will approach you and ask you for co-presidency. I didn't try to win by myself and agreed. From there on, it is relatively straightforward. She is overworking herself, so be nice to her, offer to help her, listen to her, think of her when prompted. At one point, Pastel will blackmail you and demand you break up with Minnie, which you should obviously not do (I didn't try what happens if you agree to break up)

To get Barbara:

Basically, just be nice to her. Climb on the tree to give her back her shoes. Visit the dungeons immediately & often to meet her. Either talk together with her with William to get his socks or give her your own socks. Think of her when prompted. Invite her when prompted. At one point you'll have to confess your heritage.

To get into the 'secret' poetry club:

Soon after the night incident where you were 'pushed' on the floor, you will notice William sneaking off. You need to follow him & you need blue magic, especially the spell 'silence' to avoid that he notices you. If you have that, you will follow him into Potsdam's greenhouse and finally be spotted. There, you will be asked to join. The poetry club has regular meetings to recite, well, poety. There is also one case where you have to prepare to recite a poem, which can go over good or not so good. Whether there is any deeper meaning to it, I don't know yet ;)

Items:

The charms for 30$ in the magic shop in the mall are quite useful to learn a certain color of magic fast. But they are not strictly necessary.

I don't know exactly what the expensive glamours, feather or fairy wings etc. do. Maybe they grant you points with certain characters, Manuel, Pastel or Suki?

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Re: Routes/walkthroughs/tips/secrets

#12 Post by Ses » Thu Jan 02, 2020 6:04 pm

I've managed to find Raven's route and take her to the Ball, but I haven't been able to get the kiss, only the Raven(Friend) relationship end. I'm really not sure what I'm doing wrong.
To unlock Raven's route: Be a cool dude who wears sunglasses indoors, then visit the Magic Shop on oct 12.

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Re: Routes/walkthroughs/tips/secrets

#13 Post by hanako » Thu Jan 02, 2020 6:36 pm

Reaching Raven's side route requires multiple steps. To be able to think of Raven at Christmas, you have to have been her Secret Santa. For THAT to happen, you have to not be president (because otherwise you get assigned to Jacob) and you have to have met her a couple of times previously in the game. Places to pick up Raven flag points:

Visiting the Magic Shop more than once before Oct 31
Window Shopping on Nov 23 (when the candle booth is there)
Seeing Raven practicing in the gym before the duel event (counts double if you fetch Professor Van Brun for help)


Unfortunately, Raven is only a side option, not a full route. None of the side options have kiss CGs. They're shorter bonus routes that you can get some scenes with and dance with in the end, but they don't have full storylines and their deepest secrets are saved for games in which they are main characters. If you danced with Raven at the Ball, that is her full ending.

I listed Raven as "friend" in the ending because that seemed like the best summary of her relationship with the PC. Would it be less confusing if I left it at "dance"?

(And I just realised that makes the Raven Literature Club lines completely unreachable, since you can't be on Raven's side route AND in the Literature Club because the Literature Club requires you to be President. Oops. Well, it was only a couple of lines.)

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Arent
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Re: Routes/walkthroughs/tips/secrets

#14 Post by Arent » Thu Jan 02, 2020 9:29 pm

hanako wrote:
Thu Jan 02, 2020 6:36 pm
Reaching Raven's side route requires multiple steps. To be able to think of Raven at Christmas, you have to have been her Secret Santa. For THAT to happen, you have to not be president (because otherwise you get assigned to Jacob) and you have to have met her a couple of times previously in the game. Places to pick up Raven flag points:

Visiting the Magic Shop more than once before Oct 31
Window Shopping on Nov 23 (when the candle booth is there)
Seeing Raven practicing in the gym before the duel event (counts double if you fetch Professor Van Brun for help)

Aww, thanks for that, that gives a better understanding how the 'side routes' work. So basically, you have to spot their events in the mall/dungeons/study sessions/clubs and then in the end you can dance with them. Ok.

Now I just have to find whether there is a similar side route for Pastel :mrgreen:

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routes (sorry I screwed up the topics briefly)

#15 Post by hanako » Thu Jan 02, 2020 9:56 pm

They all work a little differently and some are much harder than others. The hardest, so far, is Corrinna. Luke is the easiest, since the PC knows Luke fairly well and can just hang out with him whenever, he doesn't have to get lucky about bumping into him in weird places.

Pastel's is an offshoot of Minnie's route and is a straightforward choice between them. If you choose Pastel you'll get some extra scenes and backstory with her and then the final dance, but you'll lose Minnie, obviously. Earlier in the year, the PC is intentionally avoiding Pastel, so without the Minnie interactions to force him to talk to her, it won't happen.

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