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osnola

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Posts posted by osnola

  1. Just for note, I had also tried to run a pacifist game with many cryoas with frost area passive abilities. In normal mode, if I remember correctly, I was able to clear all the zones and all the quests. In veteran mode, I just reload my last save, I was also able to clear all zones but I had not finish the last quest of the Cockatrice Research :-~ Of course, the walkthrough was very different from a classic walkthrough.

     

     

  2. 50 minutes ago, joleneth said:

    Ah, that's interesting.  It's this from the open Blades?  I looked at the source of the originally released code, since I understand a lot of bugs have since been fixed.  

    Yes, it is from https://github.com/calref/cboe ( or more precisely from my fork https://github.com/fosnola/cboe where I have corrected many small problems at least on OsX )

     

    50 minutes ago, joleneth said:

      Curiously, in the Mac version, it checks all 24 slots - the bug is only in the Windows version.  I guess Jeff reckoned Windows users needed all the help they can get  ;)

    Effectively, the original Windows version only checks the first 16 slots 🙂 

  3. 9 hours ago, Hondero said:

    To your original point about exploiting the armor / AP bug, go for it if it helps you enjoy it! I almost always avoid plate armor in all of my Exile run-throughs because I can't stand having my characters at <4 AP, so we could argue that the AP penalty is a little bit harsh anyway. I don't remember it exactly, but even with 20 Defense, your character will sometimes get penalized for 3 Encumbrance, right? 

     

    At least in Blades of Exile, if you only have one item for 3 encumbrances and enough defense, you should not be penalized, i.e. basically the AP seems to be calculated as follows

    pc.ap = pc.traits[eTrait::SLUGGISH] ? 3 : 4;
    short r = pc.total_encumbrance(hit_chance);
    pc.ap = minmax(1,8,pc.ap - (r / 3));
    ...

    and the total encumbrance is calculated as follows

    	short total = 0;
    	
    	short burden = free_weight();
    	if(burden < 0) total += burden / -10;
    	
    	for(short i = 0; i < items.size(); i++)
    		if(equip[i]) {
    			short item_encumbrance = items[i].awkward;
    			if(items[i].ability == eItemAbil::ENCUMBERING)
    				item_encumbrance += items[i].abil_data[0];
    			if(item_encumbrance == 1 && get_ran(1,0,130) < reduce_chance[skill(eSkill::DEFENSE)])
    				item_encumbrance--;
    			if(item_encumbrance > 1 && get_ran(1,0,70) < reduce_chance[skill(eSkill::DEFENSE)])
    				item_encumbrance--;
    			total += item_encumbrance;
    		}
    	return total;

    so if you have only equipped an object with 3 encumbrances, normally "get_ran(1,0,70) < reduce_chance[skill(eSkill::DEFENSE)]" is called and will always return true if you have more than 10 Defense points ; then total_encumbrance will return 2 and you must not be penalised.

     

    Note: Blades of Exile seems to check all items (not the first 16).

     

     

  4. Thanks a lot, I'm currently testing whether The Za-Khari Run scenario works. I'll try again later.

     

    Note: Regarding Weilim, I guess I didn't look enough for moldy or cracked walls :-~ Regarding the stronghold cell, I had no food when I started in the fortress cell (but now I understand how the scenario is supposed to work).

     

    Edit: I try again and this time I succeeded, thanks again. In fact, my problem with Weilim was related to using a cube and concerning stronghold cell, it was related to casting a spell that I just discovered (thanks for the hints).

  5. Hello,
    as I just finished Shadow of the Stranger to test if it works with my version of cboe, there are two places that I have questions:

    • Weilim, in chapter 2, one of the three options given by Gwennyth is to eliminate the mayor of Weilim, I have no idea how to do that ( so I did the two other quests :-~ )
    • Stonghold Dungeon, in chapter 3, I started with no equipment in a 3x3 cell that has metal doors, there are some ingredients to create a clarity potion, there is also a friendly gecko that was walking around outside the cell (which may be important). I ended up using the Cheater Stick to open the doors, but I had a feeling that wasn't the best solution.

    If anyone remembers the game and how to solve these two points, I'm interested...

  6. Oh :-~

     

    I just tried to reproduce this problem and I can't. I create a New Party, click on done, save it(*), then click on Start Scenario, VoDT. I also try after deleting ~/Library/Application\ Support/Blades\ of\ Exile, and it works again (this time with a warning that it can't find any custom scenario)

     

    (*) I also try to continue without saving the new party.

     

    Edit: I also just tried using the alt/option key (an option I just discovered) and it still works :-~ So I have no idea.

  7. 16 hours ago, Randomizer said:

    It worked on Big Sur (OS11.6.1) using heavy artillery.

     

    However It wouldn't load Valley of the Dying Things.  A Small Rebellion loaded and it seemed to work fine. At least I didn't have the problem in an older version that items didn't appear on tables and boxes in rooms.

     

    I may play some more later.

     

    Edit - Valley of the Dying Things loaded with a custom party.

    Thank a lot for testing.

     

    Concerning the problem of Valley of the Dying Things, if you load an old backup, the scenario may have been stored with the name valleydy.exs, which may be a problem because I have only distributed the new format in this version: valleydy.boes :-~ This is one of the possibilities I see (in fact the only one).

     

    For your information, if you have a Mac with Retina technology, I have added in the preferences dialog the possibility to scale the display by a factor of 4 ; this version can also use higher resolution graphics. I'm not an artist but I try to create them for testing, I put them in data/graphics2, if you want to test them, you can swap the data/graphics(the original) and the data/graphics2 repositories. Finally, if you use a lot of keyboard keys, I added in many places the possibility to use the escape key (to cancel looking, the drop, ...) or the arrow keys ( target a spell/a missile in combat mode, go front/back in talking mode, ... )

  8. I tried this method on Big Sur, but I got this error message.

    ticpp::Exception: Couldn't load /private/var/folders/XXX/YYYY/T/AppTranslocation/ZZZZ/d/data/dialogs/1str-title.xml

    maybe because I have added in the executable libboost_filesystem and libboost_system and this method does not clear correctly the quarantine on these libraries ( or for another reasons).

     

    So I have test with the heavy artillery and this has worked.

  9. Hello,
    if someone want to test the progress of Classic Blades of Exile on OsX, I just compiled an intel version on Mac Big from my fork https://github.com/fosnola/cboe and I added it on https://github.com/fosnola/cboe-distrib/tree/main/MacOsX , you have to click on OsX11-MacIntel64.zip then on download. I compiled it with Xcode 12.4, so I think it should work on systems from OsX10.9 to OsX11. 

    However, these executables are not signed and the only solution I found to bypass GateKeeper is to use the heavy artillery: run the following commands in terminal:

    cd ~/Downloads/BoE-MacIntel64-Oct2021
    xattr -d com.apple.quarantine BoE\ Character\ Editor.app/
    xattr -d com.apple.quarantine BoE\ Scenario\ Editor.app/
    xattr -d com.apple.quarantine Blades\ of\ Exile.app/

    so I added to ToReadBeforeLaunching.txt file.

     

    If you have problems to launch it, don't hesitate to report them.

  10. 20 minutes ago, Sokhbep said:

    Yup, that's the one. I feel like that is precisely what might have happened. the forced_give special failed due to insufficient carry weight and as a result I didn't get the item.

    Normally the weight is not taken into account in this case: the function only checks if there is a character living with less than 24 objects; this is a good method to end up with a character that has very few action points, because he carries too much weight...

     

  11. 18 hours ago, Sokhbep said:

    If it just so happened to be that neither of my characters got the item because they couldn't carry it, then the entire report may be false actually. (One thing of note is that I didn't get any popup message saying that the reward was too heavy for me to carry)

    If these bears are in the Southwestern Vale at position x=42, y=39..41, when you kill them, a "One Time Give Item" special is called (which called forced_give) and there is no special to call if forced_give fails (forced_give only seems to fail if it doesn't find any empty slots in a live pc). So if your inventories are full, it's normal, otherwise...

     

    Note: forced_give seems to display a message if it finds an empty slot, but not if it fails.

  12. On 10/29/2021 at 8:54 PM, Sokhbep said:

    I suppose I should use this post to mention a few more errors I found:

    ...

    7) I don't seem to be getting item rewards for winning special encounter battles??

    Regarding #7, while some special encounters can give you items directly, usually you have to talk to some people again to get the reward. 

     

    Note: In my fork, I fixed #3 and probably #4 which can sometimes lead to game corruption: when a monster is killed (and its data deallocated), the game sometimes tried to access its data, ...

     

  13. 3 hours ago, Sokhbep said:

    The dialog boxes for special encounters and casting spells and stuff is extremely miniscule compared to the rest of the display. It actually hurts to read the text.

     

    Probably the dialogs are not scaled back in this version.

     

    Note: I suspect this is something I fixed in my fork of cboe: https://github.com/fosnola/cboe;  if you play on linux and know how to compile cboe, you might be able to try it (just note that you have to rebuild the data repository by updating the strings, dialogs and graphs sub-repositories from source/rsrc as I also made some changes there)

  14. 6 hours ago, Celtic Minstrel said:

    That's not CBoE, it's OBoE. I realize this is confusing, but CBoE refers to an older version that only works on Windows.

     

    Oops, sorry, that fooled me. So yes, I was talking about OBoE :-~

  15. 6 hours ago, Celtic Minstrel said:

    This sounds like you're talking about OBoE, but I think ADoS was asking about CBoE?

    I was talking about CBoE: https://github.com/calref/cboe ( or more precisely, about my forked sources https://github.com/fosnola/cboe in which I'm trying to fix some bugs)

    Quote

    If this is about CBoE, it probably only uses a different format for the saved games. I'm pretty sure it can run legacy custom scenarios. Scenarios created with CBoE still use the .exs extension, so I'm pretty sure the format is 90% identical and only adds some new allowed values in some places.

    Yes, CBoE uses a different format for saved games: saved games .exg are now stored as a hierarchy of text files(*); it also tried to load old saved games (but I never tried that). Basically, yes, the new format allows to insert new values in some places.

     

    Also, it uses a new format for scenarios: .boes(*) and allows to read legacy .exs scenarios. So, if you play a game, it will only read the .exs scenario data, but if you want to modify an existing scenario, it will offer you to save it as .boes. 

     

    (*) there can be decompressed with tar xzf

  16. 1 hour ago, The Almighty Doer of Stuff said:

    So if it uses a different format, can it still run legacy custom scenarios? I think I heard it only runs the default three...

    Yes, it can run legacy scenarios. On OSX, for instance, it looks for scenarios in "$HOME/Library/Application Support/Blades of Exile/Scenarios/" (legacy or new scenario) ; I have currently ~50 legacy scenarios in this repository and I finished about twenty.

     

    The only difference is that if you want to edit a legacy scenario with the BoE Scenario Editor, you can only save the modified scenario as scenario.boes ( the new format ). 

     

  17. 7 hours ago, The Almighty Doer of Stuff said:

    The Transform Terrain bug is weird, because as you saw, it works twice in the hallway you enter the room from.

    In cboe, Transform Terrain seems to work normally but indeed, the One Time Dialogs (at x=3,y=7 or x=4,y=7, ...) can be displayed several times and I'm not sure it's normal(*). 

     

    Concerning CBoE's, there is a character editor but yes, it uses different formats to save the scenario and the game :-~

     

    (*) I just took a look at boe's initial open source code and it seems normal. To forbid it, just test before with IF_SDF, if a flag has been changed

  18. I removed a wall in the second room with move mountains (x=19, y=13), then I read the tutorial (x=19, y=11) and pressed the button (special 10 and 11): the cracked wall comes back ...

     

    Note :
    - I have a problem with the man at position x=18, y=8, cboe thinks his personality=-1 => no dialogue.
     

  19. If you want, I can test with cboe: I'm currently trying to finish Deadly Goblins which makes intensive use of Transform Terrain and Transform Rectangle Terrain and it doesn't seem to be a problem. On the other hand, I'm not used to looking at whether or not the item charges match the scenario...

  20. 14 hours ago, lucabar said:

    when i go to Ybsal's shop I see that there is a Glitterstone in her chest

    This probably means that you have given it to Ybsal by storing it in her chest. This is consistent with the fact that Obro no longer offers it (which strongly implies that you had already bought it).

     

    Concerning the null rock, you probably also picked it up at the beginning of the game and maybe resold it, deposited somewhere? Ie. at the beginning of the game, it is not obvious that you will need them for a quest, so it is easy to drop them...

  21. Normally, you can only purchase one Glitterstone from Obra.

    Spoiler

    Except when your bag is full, in this case, the Glitterstone is stored in your chest in the first fort and you can buy another one, ... but I don't know if this problem has been fixed in the latest version of the game.

     

  22. 2 hours ago, The Almighty Doer of Stuff said:

    It'd be nice if someone could make the reverse, with Windows graphics fitted into the Mac graphics' layout. Another thing I'm doing is fixing some anomalies such as transparent pixels where they should not be, and mirroring all the monsters properly (they're not perfect mirrors for some reason).

    I just took a quick look at some of these .pct files; most (all?) seem to contain only a single RGB(*) pixmap. I've just modified one of my codes to extract this pixmap (one per file) and convert it to png.

     

    (*) so I guess the transparent pixels were added by the conversion application.
     

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