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New Telon Updates!

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Jakkal
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Re: New Telon Updates!
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Post by Jakkal » Mon Dec 07, 2015 11:24 pm

You guys are doing an amazing job, and I'm constantly amazed at how much you've gotten done so far! I just hope when it's time for me to get started with the Content Design side of things that I don't slow down the progress!
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John Adams
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Re: New Telon Updates!
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Post by John Adams » Tue Dec 08, 2015 8:07 am

[quote="Jakkal":145tzpyf]I just hope when it's time for me to get started with the Content Design side of things that I don't slow down the progress![/quote:145tzpyf]
Oh, you will, and it is expected. Content Designers are very needy, as you will see. As you're going along, you'll need new C++ functionality the entire way. Hopefully we're able to respond quickly, which is part of why the Lua system was updated to be more accessible.
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elquar
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Re: New Telon Updates!
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Post by elquar » Tue Dec 08, 2015 4:04 pm

Diplomacy problem: hpoe here is right area to post this.

when doing diplomacy quest one of them has the blue (inspire i think) blocked but for some reason i was still able to use a 2 cost blue comments/card. is it still keeping track of blue (can't rem tis name) even thought its X out on the interface ???
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zippyzee
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Re: New Telon Updates!
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Post by zippyzee » Tue Dec 08, 2015 6:02 pm

Things are very preliminary with diplo. But, I wouldn't expect that to happen. I'll add it to my list.
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Jakkal
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Re: New Telon Updates!
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Post by Jakkal » Tue Dec 08, 2015 6:18 pm

I noticed that the cards that take two fuel but give three points were acting very wonky. I can't remember the names of them, like I think one is "Aggressive Statement" for the red. Anyway, sometimes they would take 4 fuel before you could play them. Sometimes they would play without fuel and take the opponent's fuel. Sometimes they worked normally. Sometimes they would take no fuel and give their color fuel to the opponent.
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elquar
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Re: New Telon Updates!
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Post by elquar » Tue Dec 08, 2015 7:32 pm

Just wanted to add


I love the work you guys have done so far ! This last patch is awesome seeing diplomacy (even in its infancy) still fun !!!
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zippyzee
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Re: New Telon Updates!
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Post by zippyzee » Tue Dec 08, 2015 7:33 pm

Well, it is certainly simple math, so I would imagine that I have transposed a couple of values, like reason and inspire, or player and opponent, somewhere in the check to see when a card can be played and/or its result.

Keep in mind this went live within hours of actually having it working, which happened over a few days of me messing with it. This is not the normal, reasonably tested type thing. I played maybe 4 or 5 games to completion before you got to see it. Still plenty of tweaking to come, but it's fun enough to see in action that I'm glad to share the admittedly thrown-together work.

I did untangle the code to display error messages such as 'not enough reason' when trying to play a card, and will add those sometime. We also have the animations and music deciphered to add. It may be a bit before I jump back in so keep looking for specific situations that you can report the exact wrong behavior. That will make my life easier.
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Jakkal
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Re: New Telon Updates!
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Post by Jakkal » Tue Dec 08, 2015 7:59 pm

Honestly, I'm really surprised and really impressed that you got the basic diplomacy working that quickly. It went from nothing to somewhat working in what, a week, and that's a huge leap in my eyes. It needs some tweaks and work, but still. Just the fact that we could play diplo at all is very substantial.
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Amnath
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Re: New Telon Updates!
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Post by Amnath » Wed Dec 09, 2015 12:22 pm

I'm sure it's a ton of work to make even a basic ability function--no worries, just reporting the blankness of it. Once a simple version is rolled out, I'd expect the devil in the details will be a Line of Sight check. It has to be global and faster than human reflexes, and, if what I saw a necro doing a couple months ago is accurate, it's not something the client automatically takes care of.
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Galladicus
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Re: New Telon Updates!
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Post by Galladicus » Wed Dec 09, 2015 12:46 pm

this is an incredible patch. good work guys! and thank you for giving an easy guide as to what you'd like tested. I dumped about 20 bug reports in like little bit of time i got last night.

Im curious, how does one go about adding a quest? Do you guys have a database of the quests, their rewards, and the text associated with them? Or for some of them, are you sort of filling in the blanks?

Also, how about ability numbers? are you guys going to have to pretty much hand balance them? and if so, how arbitrary is that? Is it easy to do? Sorry, i am SO excited for all this new content
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