Author Topic: Valley 2 Beta .714 "Monstercopia" Released!  (Read 4871 times)

Offline keith.lamothe

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #15 on: January 12, 2013, 10:12:09 am »
As for the strategic side of things. I've not tested it yet, but some potential ideas here are to limit the number of survivors that can be in a single square - that way you're forced to expand out.
Chris and I were just talking about making it one-npc-per-tile for a variety of reasons :)

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Another is to really reduce the movement range of survivors, so you have to be more strategic about keeping them spread out. From what I've seen, they seem to be using the old rally range - when maybe that should be changed to using the mission range.
The overlord gets faster as the number of purified tiles goes up.  The rally range is one more than the overlord's max speed, and it's that way for cause ;)  Though I could have the higher strategic difficulty levels reduce the npc movement range somewhat (it already makes the overlord get his higher speeds earlier).
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Offline madcow

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #16 on: January 12, 2013, 10:26:05 am »
I haven't made it to late game yet in my play through, so couldn't say how the speed scales to then!

Offline wyvern83

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #17 on: January 12, 2013, 04:21:38 pm »
If I'm waiting to get my world file fixed, to remove a impassable blockage, can I keep playing in that world or do I have to wait for it to get fixed?

If it's the later I will need to upload a updated copy of my world as I decided to continue playing, with the intent of returning to the blocked spot after it got fixed. However it occurred to me that the world file might be an evolving file, like it would be in Valley 1, rather than one where everything is generated at the start of the game.

Offline keith.lamothe

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #18 on: January 12, 2013, 04:52:26 pm »
If I'm waiting to get my world file fixed, to remove a impassable blockage, can I keep playing in that world or do I have to wait for it to get fixed?
I can't speak for Josh but if it's just a chunk with some impassable slices then that chunk file can just be replaced with a correct one at any point and it will be fine, so long as it's not from a later game-version than the world file (that would lead to strange and wonderful problems; more strange than wonderful).

For that matter, if you get the chunk ID and region ID out of the debug info, you could find it inside your world folder and:

1) Leave the chunk.
2) Wait at least, say, 20 seconds to make sure it's been dropped to disk
3) Delete the chunk's .datc file from the disk
4) Re-enter the chunk in the game; the missing file will force a new chunkgen which presumably will result in different slice selection (I'm not certain of that).

There's also the Ctrl+K dev keybind for re-gen'ing a chunk but iirc that deliberately tries to do everything exactly the same unless there's been a gen-logic change since it was created.  And I dunno if it works in the non-dev context.

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However it occurred to me that the world file might be an evolving file, like it would be in Valley 1, rather than one where everything is generated at the start of the game.
The world.dat is somewhat evolving in that player entity info, npc info, and some other stuff does change but all the regions are generated at the start.  The regions.dat file actually has all the region data anyhow.  It can change for a variety of reasons (including player transformation of tiles) but it's not generating new regions mid-game.
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Offline LaughingThesaurus

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #19 on: January 12, 2013, 05:24:46 pm »
Keith, what is your definition of a wonderful problem?

Offline wyvern83

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #20 on: January 12, 2013, 05:51:13 pm »
I just acquired the miniature feat, I didn't know this was in the game. Does it actually work? And if so how? The one square passage that was holding me up would be passable, and I wouldn't need to have any fixed, if it indeed works.

EDIT: I found the debug info, I'll give your method a try I think.
« Last Edit: January 12, 2013, 05:54:11 pm by wyvern83 »

Offline Oralordos

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #21 on: January 12, 2013, 05:53:51 pm »
Well the miniature feat has to be activated on the map first, after that it can be used by double tapping down.

Debug info can be found by pressing f3. The info about which region and chunk it is can be found near the bottom of the window that opens.

Offline keith.lamothe

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #22 on: January 12, 2013, 05:56:46 pm »
Keith, what is your definition of a wonderful problem?
"Wonderful Problem", noun.  The rarer of two varieties possible when a C++ pointer is dereferenced before proper initialization or after having delete called on it.  See entry for more vastly more common variety: "Strange Problem".  See also many metaphorical usages not necessarily related to explicit memory management (as in this case).


@wyvern83: you can get the chunk and region ID from the debug info that pops up in-chunk when you press F3.  In my case the second to last line reads "Chunk: (some number) Region: (some other number)" followed by the dungeon and node ID.
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Offline wyvern83

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #23 on: January 12, 2013, 06:14:45 pm »
Well the miniature feat has to be activated on the map first, after that it can be used by double tapping down.

Debug info can be found by pressing f3. The info about which region and chunk it is can be found near the bottom of the window that opens.

Thanks, I got it to work, especially when I realized I was double tapping s instead. wasd is hard to shake once you accustomed to it for movement in other games.

@wyvern83: you can get the chunk and region ID from the debug info that pops up in-chunk when you press F3.  In my case the second to last line reads "Chunk: (some number) Region: (some other number)" followed by the dungeon and node ID.

Thanks Oralordos and Keith, I found the file names. Region_267, Chunk_164 (Dungeon 69, node 3)

With miniature I am able to continue on up the shaft so my apologies for any time spent on trying to fix it as it's apparent now that it wasn't impassable afterall.

Offline LaughingThesaurus

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #24 on: January 12, 2013, 06:44:25 pm »
See, I was kind of fishing for an example, but now I know that apparently your mind is a dictionary. :P

Offline Panopticon

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #25 on: January 12, 2013, 06:59:46 pm »
This is unrelated to any specific build but an option I'd like to see appear at some point would be a way to skip the opening tutorial stuff. I've been whacking the world generation a lot while checking out the builds and having to run through the opening tutorial bits of the game every time is becoming pretty tedious.

Offline Oralordos

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #26 on: January 12, 2013, 07:06:37 pm »
There is an option in the settings that lets you skip dialogue with the esc button.

Offline Panopticon

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #27 on: January 12, 2013, 07:12:16 pm »
It's not just the dialogue but being forced to take the tutorial actions on your opening turns.

Some way to get around that would be appreciated if possible.

edit: I just generally think this would be a smart feature to add for the sake of playability. One thing I've noticed a lot of gamers don't appreciate is being forced through any kind of tutorial actions, no matter how minor or short, once familiarity with the game and its mechanics are accomplished.
« Last Edit: January 12, 2013, 07:15:27 pm by Panopticon »

Offline keith.lamothe

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #28 on: January 12, 2013, 07:55:37 pm »
If we have an option for disabling the tutorial stuff it probably won't be until fairly late in beta because the tutorial keeps changing and it needs testing too :)
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Offline wyvern83

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #29 on: January 12, 2013, 08:14:19 pm »
How do you do the Stratospheric Citadel mission?

I went through both of them and destroyed a wind generator at each of them but I never saw any Citadel entry point. Are they not implemented yet?

I have all four feats, including triple jump, I have the 5th mage class tier unlocked and I can make it to the Oblivion Crystal room, though obviously I can't enter yet because the Citadels are still up. Am I still missing something to get them to show up?