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Grunthex

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Posts posted by Grunthex

  1. I don't think I ever asked this. Do the "old" inspirations ever come off the list? So if I've got say 50 Problem Solving, do I still have a chance of pulling the old 0-level inspiration? If they don't come off, I assume they're weighted in favor of the newer ones? I know it's a bit spoilery, but any hints in this direction would be appreciated!

  2. Still version 1.0.1.1

     

    Doing Felix's adventure in Australia. (Felix-The Main Adventure)

     

    Failed the final obstacle (deduction/cryptography) and got an error pop-up with all the following stuff:

    I'm sorry, but an uncaught exception occurred.
    
    While running game code:
     File "game/fa.rpy", line 3467, in script
     File "game/fa.rpy", line 3467, in python
    NameError: name 'storyStep' is not defined
    
    -- Full Traceback ------------------------------------------------------------
    
    Full traceback:
     File "C:\Scheherazade\renpy\execution.py", line 265, in run
     File "C:\Scheherazade\renpy\ast.py", line 632, in execute
     File "C:\Scheherazade\renpy\python.py", line 972, in py_exec_bytecode
     File "game/fa.rpy", line 3467, in <module>
    NameError: name 'storyStep' is not defined
    
    Windows-7-6.1.7601-SP1
    Ren'Py 6.13.12.1728
    

     

    Also, when I went back to continue the adventure, it put me back to the previous obstacle that I'd already completed (Problem Solving/Strength). Not sure if it was related to the error, but it didn't make sense story wise (the box, once open, should stay open!)

     

    Edit: A bit more testing, to clarify, the error and "bounce-back" only occur if you agree with Felix to come back later when you fail the obstacle. If you look around the house, the alternate path seems to work fine.

     

    Also, a minor typo in the ending steps of The Platypus Adventure. After all the obstacles, when Kate has given up on the island, one of the conversation options Sadie has is "I...just not looking in the right place?" -- I think there should be an "Am" at the beginning of that.

  3. Version 1.0.1.1

     

    Ran through the Blood and Art Adventure in Australia today. 2 typos and an obstacle question.

     

    Typo - Between obstacles 2 and 3, “Good of you to share a few minutes of your time a humble professor” -- said by Professor Pavier. Think there should be a WITH in there after time.

    Typo - Between obstacles 4 and 5, “As she explores the park, she comes upon a trash bin with an usual sign posted behind it.” -- Maybe this is an UNusual sign? :)

     

    Obstacle 5 - seems to have absolutely no upside to passing it, other than avoiding the +1 Stress for failing. You get the stat boost even if you fail, and unlike some other obstacles that have no other visible reward, this one doesn't even sneak you an inspiration. And as an aside, this adventure in general is one of the first optional ones I've seen that doesn't give a nice inspiration reward for beating it. Hmm, unless you have to pass every single obstacle for the inspiration. I don't think I did that. Needs more testing on my end.

  4. My mother was at my place while I was playing this game, looked at Sadie, and asked why she was wearing a strapless bra on the outside of her coat. Now I can't look at her without seeing it. I just wanted to make other people suffer the same fate. Seriously, look at her in her New York pink jacket getup. There is like no shading anywhere save for where a strapless bra would sit. Is her jacket that sheer? What does this mean?! No seriously, it must have a reason. I just can't figure it out.

     

    Thanks. I can see it now. It's clearly supposed to be a shadow-effect, but yes, it gives the wrong impression once you see it that way. Worse - Evelyn's purple getup has the same thing. So now you'll always see her in it too. :)

  5. So. This threw me. :) In the Evelyn Adventure (when you're in New York, back from Egypt), she talks about the Asdorf hotel which just opened.

     

    Is there really such a hotel in New York? There's the Waldorf=Astoria, was it ever called that? I can't find any reference to it, and it wasn't completed until 1931 anyway (the adventure happens as early as August 1930).

     

    Just a curiosity sorta thing.

  6. Junaid: You can click the purple Stress cup in the skills menu to see, but the stress skills are: Awareness, Fisticuffs, Dodge, Moxie and Escape Artistry. Many of which come in real handy for Sadie. Escape Artistry especially in my experience. She just has this habit of getting into those places...

     

    Everyone else: Thanks for the ideas. I'll probably try floating some stress later on, but in the early game, adding 10+ to an obstacle with a base difficulty of 8-12... well it makes it tough. :) Assuming the difficulty scales quite a bit later, adding 10 to a 20 or 30 might seem a lot more reasonable.

  7. Anyone have any tips on the best way to go about this? It seems so counter productive. The only way to raise stress is to fail obstacles usually, which costs me permanent stat bonuses. And while I could let stress build up from certain automatic events, it seems I usually want to stab it back down as fast as possible to keep adventuring. So my stress-skill-training is always 1 point at a time which is uh... bad? :)

  8. 2 little things:

     

    1) When you're on a location sub-screen, with your 3-5 choice of actions for that location, put somewhere on the screen the NAME of that location. It's annoying to go through the skills menu everytime I want to raise a skill because I don't know where I did the thing I just did. :)

     

    2) Up with the date on top, put a day of the week! Just a minor flavor things that adds so much. (I did notice the game calendar is accurate to the 1930 calendar. Not that I expected to catch you guys out, but I had to try!)

  9. Another typo, still on version 1.0.0.0 (don't want to risk my game)

     

    At a point in the final section of Egypt: The Main Adventure, Rashad says "I have taught to face worse things" -- unless he's been doing the teaching, maybe he's been taught.

  10. Do not worry about not being able to pass every step in a caper; For me at least, i cannot get the points for this. I think most of the early capers are about 6-7 steps, try to pass two or three of those steps and generally you will just gain stress for the missed steps. I try to read the caper sections to myself and say "If i fail this is Sadie not going to be able to play the violin again?"

     

    Mike

     

    As a counterpoint to this, keep in mind that succeeding in obstacles will almost always raise primary stats and/or relationship scores, and that raising them makes you more easily able to train your skills to succeed in the future...

     

    Also, if there are 2 or more skills to beat an obstacle, the developers are sneaky, and sometimes one way might give you better (or at least different) bonuses than another. It's not common, but it happens!

     

    And finally, you can outright skip some obstacles by picking the right conversation choices beforehand. I've had characters beat obstacles for me (and you often get a relationship+ that way too!)

  11. Minor typos:

     

    July 9 event: Talking about Sadie skipping out on her group tour, it says "(though she wears she'll catch up at the end)" -- should be swears

    July 11 AM event: at some point Sadie is described as "Archeology student by trade" -- while technically not wrong, it seems the game uses the more proper "archaeology" spelling most other places.

  12. Grunthex;

     

    This is actually a result of how the auto-events function- I'd say: min/max away! :)

     

    Can I suggest that the techy type people really try to find a way to fix it? It's not so bad with the above example, but it cascades if there a few close events. Example (Note: Some minor spoilers regarding July gameplay, don't read if you don't wanna know anything!)

     

    The schedule for things on July 9 to 11 looks about like this: (Open means you can take an action, Closed means you can't)

     

    July 9 Morning: Open

    July 9 Afternoon: Closed, Event.

    July 9 Evening: Open

    July 10 Morning: Open, Event

    July 10 Afternoon: Closed, Event

    July 10 Evening: Open

    July 11 Morning: Open, Event

     

    So not counting the morning, there are 4 time periods you should be able to Do Something.

    If you adventure on the morning of the 9th, the event on the afternoon of the 9th triggers, causing the skipping of the evening of the 9th. This pushes you to the morning of the 10th, which triggers an event, cutting out the open period for that morning. This triggers the event on the afternoon of the 10th, cutting the open period in the evening. Triggering the morning of the 11th, cutting that open period...

     

    So one adventure just took up 5 time slots. And most of 3 days.

     

    Please pass to the team that this isn't a minor bug. It means you can utterly destroy your chances of success for not using meta-game knowledge to avoid adventuring on certain days. I'm not trying to be harsh, I'm loving this game. I've got my own private wiki-on-a-spreadsheet going, I like it so much. :) Just... want it to be the best it can.

  13. Sampling a bit of the many stories, I ran across a flashback to Sadie and Felix's childhood, speaking of lions, in Kenya.

     

    While it may just be me, I couldn't help but think of a little song that I thought I ought to link to. (Just to ruin everyone's day/mind) Weeble's Kenya

     

    I'm never getting those minutes back. Or those few more bits of the remnants of my sanity. Thanks!

  14. Ok, so this shouldn't bother me, but it does! I'm trying to figure out how much time various things take to happen, and things seem wildly inconsistent. So a detailed example from very early game to help explain my confusion.

     

    June 24th, evening. If I select the first step in "The Serpent Empire" adventure, I go through that step, and then get a few thought bubbles afterwards, showing time passing on the next day presumably because I'm in class and have no choice what I'm doing. 3 time periods pass, and my next choice is June 25th evening.

     

    However, if instead of doing that, I go say, teach Aunt Evelyn to dance (because hey, she's awesome, but a bit out of touch), only 2 time periods pass, and my next choice is June 25th, afternoon.

     

    Doing that same Serpent Empire step on some other day seems to only take one time period.

     

    So I can't tell if this is not working as intended, or if it's some bizarre way to min-max the time periods you have available to you (that I won't be able to resist!).

     

    Edit: Bit more further checking. Any "adventure step" done in that evening (or other evenings that week) seem to cause 3 time periods to pass until the next day. Any skill/inspiration action seems to only cause 2, and then allow you to squeeze an "adventure step" into the afternoon period the next day and only take up 1 time period. This MIGHT have to do with some of the auto-events this week (meeting various characters), but I'm sure it can't be intended.

  15. Most inspirations (at least in the early game, can't speak to later) increase 2 stats. So while clicking Moxie in your stats might show you one way to get an inspiration, there may very well be others ... look around!

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