Page 3 of 9
Re: Mod published: Wine Merchant's Basement
Posted: Mon Nov 26, 2012 8:29 am
by mahric
Neikun wrote:mahric wrote:Neikun wrote:
When you fought the critters a bit before there were instructions on how to walk. They were on a scroll.
I'm following the scroll. It takes me to the secret button and then on step west. I can't go north as it instructs after that step.
I might be mistaking, but i think north is back in the general area you came from, not closer to your destination?
Please check your map to see what's north. (I can't atm, I'm at work)
Anyhow if there
is a bug i'll fix it right away.
Please let me know.
Re: Mod published: Wine Merchant's Basement
Posted: Mon Nov 26, 2012 12:17 pm
by Neikun
Egad! You're right!
My internal compass seems to flip in the middle of the room for some reason.
Thanks!
Re: Mod published: Wine Merchant's Basement
Posted: Mon Nov 26, 2012 8:02 pm
by mahric
Neikun wrote:Egad! You're right!
My internal compass seems to flip in the middle of the room for some reason.
Thanks!
Well, I don't think compass flipping should be an issue in the rest of the mod, so my guess is that you're safe (as long as you save often
)
Please let me know when you're done (or ragequit) and what you thought of it. I welcome any and all feedback.
Re: Mod published: Wine Merchant's Basement
Posted: Mon Nov 26, 2012 11:37 pm
by msyblade
Don't feel bad neikun, same thing happened to me. I checked the scroll, looked at the screen, looked back at the scroll, thought it was miswritten, till i opened the map and thought DUH!
Re: Mod published: Wine Merchant's Basement
Posted: Tue Nov 27, 2012 12:28 am
by Neikun
I really enjoy the faux cinematics your use. Blocking player movement and having things happen.
I would like during
the earthquake scene for the dust particle systems to include larger debris. When it happened, there was a moment when I did not understand why I was taking damage. If the particle system looked more like I was being hit by things, it would have been more obvious.
Re: Mod published: Wine Merchant's Basement
Posted: Tue Nov 27, 2012 8:25 pm
by mahric
Neikun wrote:I really enjoy the faux cinematics your use. Blocking player movement and having things happen.
I would like during
the earthquake scene for the dust particle systems to include larger debris. When it happened, there was a moment when I did not understand why I was taking damage. If the particle system looked more like I was being hit by things, it would have been more obvious.
I'm uploading v1.10 as we speak with in which the effect you spoke about is more obvious.
Also more typo's fixed (thanks bazzietuk!) and minor changes to hints in some puzzles.
Re: Mod published: Wine Merchant's Basement
Posted: Fri Nov 30, 2012 3:07 pm
by krapster2000
Hi, can you tell me is it necessary to create characters? or Mod by itself have predefined characters?
Re: Mod published: Wine Merchant's Basement
Posted: Fri Nov 30, 2012 3:55 pm
by mahric
krapster2000 wrote:Hi, can you tell me is it necessary to create characters? or Mod by itself have predefined characters?
The mod will overwrite any characters that you have definied; it will always start out with a single person of a fixed class and fixed stats.
However, a new game can't be started without making (or importing) your team, so you'll have to do that.
But you don't need to pay any attention to what you enter, it will be overwritten.
Re: Mod published: Wine Merchant's Basement
Posted: Sun Dec 02, 2012 11:37 pm
by Neikun
Oh no! He's asking me his true name and It's been a week since I've played! D:
Wild guess, here I go!
Re: Mod published: Wine Merchant's Basement
Posted: Sun Dec 02, 2012 11:50 pm
by mahric
Neikun wrote:Oh no! He's asking me his true name and It's been a week since I've played! D:
Wild guess, here I go!
In previous version a wrong choice would mean instadead, but I guess that was too harsh...