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Brave New World 2.0 - Beta Thread

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The EP display fix was reverted a while back, so that part at least is a known bug. I know the fix, I just need to get the other stuff sorted out first.

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Terra's attack in the flash back doesn't have a name. She also doesn't move at all during the scene.
(Fixed in the next RC)

The wolves in the Captain battle don't seem to have names.
(No fucking clue on this one. Anyone got a screenshot?)

Edited by BTB
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Here's my uneditted thoughts from my playtest session tonight.

Spoiler

BNW Beta RC11 Playtest Notes
2/27/2019 2100-0025
Game Start to Scenaro Split

Intro is intro. I enjoyed solving the puzzle of the Mammoth battle. I can't help but wish the Whelk actually had time to go inside it's shell once, but I can see wanting to get this part of the game over with and we get to see that gimmick again later.


Mines were no biggie. Terra could burn all the rats at once and then clean up the junkies. It's nice to see the Flashback Battle working as intended. Protecting Terra was as easy as ever. Captain helped confirmed that Stop turns the ATB red.


Only had one random between Narshe and Figaro Castle. Locke stabbed a bird and Terra burned to rabbits. Good times. Got ACB and NB+10 Dried Meat and 6 Phoenix Down with 1500 GP in the coffers.


During the "Terra Casts Magic" Scene, Edgar say "Ddddddid you just see what I saw...?" I think this would read better as something like "D-d-did..."
Cave to South Figaro is the Terra and Edgar show. Locke can have some use picking off those evasive Hornets, but he has to eat that melee counter for now. I feel like one of the 1000 GP chests in here could swap with the Tincture in the Mines to have something other than 1000 GP in the chests here, or maybe make them like 500, 1000 and 1500 GP.


In S Figaro I got 1 Goggles, Bracelet and a Knight's Cape, as well as 2 Iron Cutlasses, a Boomerang, Bandana, Hair Band and Cotton Robe with 361 GP left. The two hidden chests in the SFigaro Basement could be a little bit better. I'm not saying Sprint Shoes/Hyper Wrist good, but maybe a free Iron Cutlass and Iron Shield or something? Girl in Derp Kid's new room says "My Dad's..." PS: Still sad that Shadow jacked up his matricide fee.
(If we're comparing to the original, it really depends on the GP -> USD conversion rate >.>)

Raid counter on the Trilliums is actually pretty brutal at this level. That cost me a PD. I worry that you were a little heavy handed with the melee counters. I didn't get a Boomerang for Locke and I find myself just not attacking with him to avoid Raid/Blind/Whatever. Other than that, really enjoyed solving the puzzles of the random encounters here. The Vaporitex2/Scrapper encounter was the highlight for me. I liked the treasure changes here. 

Vargas was pretty standard fair. ACB and Fire took care of the Bears, and then Terra healed while the boys dealt damage. Gave Sabin Knight's Cape and shuffled gear a bit. 


Got Safety Glove. Confirmed Locke gives you his gear before he leaves. Banon is automatically in back row, but game still says "I hope you put him in the back row." Lete River was pretty straight forward. Battles felt less 'puzzley' than Mt Kolts, unless you count "always focus fire the Albatross," as a strategy.

Ultros was pretty standard fare. Sabin and Edgar brought the deeps, Banon brought the main heals, Terra held her turn to Cure Banon when he took a ST tentacle to the face. I will say I feel like a MT+ST Tentacle combo shouldn't outright kill Banon, and I'm pretty sure it would have. Don't make escort missions more painful than they have to be...)
(Knowing what level you were at is especially helpful in cases like these)

Unepu-Imp takes everything from Terra/Edgar/Sabin at the beginning of the split, but I'm gonna stop here for the night.
 


Banon is automatically in back row, but game still says "I hope you put him in the back row."
(Confirmed; won't fix)

Cainen reports that Ultros 3 is broken. He doesn't respond to Sketch with the greatest line in BNW. 
(I see the problem and fixed it)

And Fire Dance is set to heal. 
(Confirmed bug - fixed for next RC)

Shadow's MP is still fucked up in RC11. 
(Will be fixed for next RC)

Edited by BTB
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Here's a screenshot of the no-name wolves:

 

 

2019-02-28 14_47_20-SNES - Ffvi Bnw Rc11.png

Edited by semicolin
resized picture
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RC12, Damage not posting.

In this formation, damage to Edgar (position 1), and damage to Locke (Position 2) do not post damage. They are however losing life. Not though, that if Edgar is in the third position and blocks someone it will post damage. Also visual glitch, Locke is appearing in front of Edgar.

Spoiler

4e4c5dc9c8.jpg

Visual Glitch. Edgar appears under Locke... Until he dodges with the red cape animation, which sets him infront of locke.

It seems to happen AFTER Edgar blocks an attack? In a fight against two Scrappers he started correctly infront of Locke, blockedand attack for Terra, and then ended up under Locke. After further testing, the battles seem to start with Edgar in the correct position; when he blocks for an ally he ends up behind Locke, and then when he evades something he goes back to the front.

Spoiler

f06ac2398e.jpg1abf9520f2.jpg

Also, more failure. I'm wondering if this is unique to me because it happened or RC10-2 for me as well.

Spoiler

62b3504a6b.jpg

 

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Posted (edited)

I've got text going over Locke's head here.

Also some display wonkiness where damage wasn't displaying on a giant after he was stolen from twice. (the second one was a switchblade proc)

Edit: Now i'm getting a lack of damage display on both player characters and enemies seemingly at random. The damage is still being taken, but the numbers aren't popping up. I've tested this with different encounters in different locations and the damage display is still turning invisible at random no matter where I am or what I'm fighting.

I'm also seeing lag after attacks from characters and enemies. After any action they just stand there for a second like something is about to proc. It's more noticeable on player characters since they have animations but the enemies are doing it too. It's especially noticeable if a character dual wields and attacks twice because there's a big pause between their attacks.

I've also started a new game since the file I was using was from an older patch, and these problems still persist, so I don't think that has anything to do with it. And I've tried toggling the backgrounds on and off, but it didn't affect it.

I'm using snes9x if it matters.

locke head.png

Edited by JohnFuklaw
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Posted (edited)

After certain battles, I've ended up with either 99 or 55 Dried Meats in my inventory, and sometimes 99 or 55 Slim Jims too.  I've had it happen multiple times after the battle in Narshe with Terra Biggs and Wedge in front of the item shop (first the two dogs, then the two guards), and also noticed it after the fight with the two Magitek armors Kefka sends after you during the first Figaro sequence after getting Edgar.

 

Edit: forgot to mention: this is on RC-12

Edited by mewannabetatest
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Items getting janky, basically it gets one item from the list and an extra out of memory then multiplies it by 255... I think. RC-12. Also I'm testing out some of the damage jank it it affects the top PC's rather than the bottom ones.

unknown.png?width=360&height=203

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Posted (edited)

The damage jank looks to me like its based on the slot the PC is in, the top 2 characters don't show any damage values after they're attacked. For now I'm gonna leave it here and edit this later after more tests.

Edit: So I can confirm that its the slot of the PC's he/she is in to make the damage values not show.

Edited by Cross
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3 hours ago, JohnFuklaw said:

I'm also seeing lag after attacks from characters and enemies. After any action they just stand there for a second like something is about to proc. It's more noticeable on player characters since they have animations but the enemies are doing it too. It's especially noticeable if a character dual wields and attacks twice because there's a big pause between their attacks.

To add onto this, the lag appears to roughly be "wait until damage/healing text vanishes, then continue". It causes some lagginess for everything, but is most noticeable when dual wielding.

Example during DW: https://cdn.discordapp.com/attachments/160253567012306945/550888223077826571/2019-02-28_21-52-42.mp4

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Another from RC-12:

When using select to swap between the gauge and Max HP during battle, it's slow to react or doesn't switch sometimes.  I'm not sure if I'm supposed to hold select to see the non-config view, or if select is supposed to toggle them (for what it's worth, I'd prefer holding to a toggle).

Also (Nowea caught this, not me), if you hit select while you're selecting the target for a spell, it'll act as if you tapped R and go from single-target to multi-target.  This apparently won't allow for anything game-breaking (e.i. it won't let you cast a ST spell as MT).

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Posted (edited)

44 minutes ago, Cross said:

Items getting janky, basically it gets one item from the list and an extra out of memory then multiplies it by 255... I think. RC-12. Also I'm testing out some of the damage jank it it affects the top PC's rather than the bottom ones.

For this one, testing with a battle at the start. If Biggs/Wedge use a Magitek command it's writing %5 dried meat into the inventory. If Terra uses anything or if anyone defends/row then it's adding %5 Slim Jims. Some discord chat is saying they're getting items as soon as the battle starts, personal testing hasn't had an item show up until after one of the PCs does something

ETA: personal testing on RC12-a, others on base RC12

Edited by Nowea
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Posted (edited)

5 minutes ago, Nowea said:

For this one, testing with a battle at the start. If Biggs/Wedge use a Magitek command it's writing %5 dried meat into the inventory. If Terra uses anything or if anyone defends/row then it's adding %5 Slim Jims. Some discord chat is saying they're getting items as soon as the battle starts, personal testing hasn't had an item show up until after one of the PCs does something

I'll check this out later... this is kinda bad. Not EXTREMELY game breaking, but still, free items are hard to pass.

Edited by Cross
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Update on the Dried Meat glitch, it get's worse: in the fight in Figaro with the two Magiteks, i got "%5" dried meats added to my inventory, AND "Dried Meat" showed up as a Tool in Edgar's Tool command (which when used, has Edgar fall back and die).

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Posted (edited)

30 minutes ago, mewannabetatest said:

Update on the Dried Meat glitch, it get's worse: in the fight in Figaro with the two Magiteks, i got "%5" dried meats added to my inventory, AND "Dried Meat" showed up as a Tool in Edgar's Tool command (which when used, has Edgar fall back and die).

Doubling down on this... if you sell all the bugged dried meats, at the start of the battle you'd get a %5 amount of the item but no more slim jims.

Edit: well, every battle has different items to produce... hooray!

unknown.png?width=360&height=203

Edited by Cross
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Posted (edited)

12 minutes ago, Cross said:

Doubling down on this... if you sell all the bugged dried meats, at the start of the battle you'd get a %5 amount of the item but no more slim jims.

Yeah, I just tried reproducing it a couple times and it didn't work if I had dried meats in my bag before the fight, I was only able to get it to happen if I sold all my dried meats beforehand

Here's a link to an SRM saved right before the magitek fight (Dried Meats are already sold from inventory: just go talk to Locke in the right tower, and then the Figaro burning sequence will start afterwards)  https://cdn.discordapp.com/attachments/160253567012306945/550934832881074186/FF3BNW.srm

Edited by mewannabetatest
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The damage display bug and the mystery item bug seem to be related. I think the subroutine being called at C2/63A9 may be incorrect.

	c263a9 jsr $a7dd     [c2a7dd] A:0700 X:000e Y:0001 S:15e4 D:0000 DB:7e nvmXdIZc V:151 H: 104 F:37
c2a7dd rol $6028,x   [7e6036] A:0700 X:000e Y:0001 S:15e2 D:0000 DB:7e nvmXdIZc V:151 H: 144 F:37
c2a7e0 lda $11a3     [7e11a3] A:0700 X:000e Y:0001 S:15e2 D:0000 DB:7e NvmXdIzC V:151 H: 206 F:37
	

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Quick update: I know the fix for the missing damage numbers, and it seems to fix the lag as well. It'll be corrected in RC13, which I'll put out after I get home from work this afternoon.

I was unable to duplicate the dried meat issue. If the above doesn't fix it, I'll look more into it.

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Posted (edited)

Edgar being killed by bugged meat...  to replicate this sell all of the first bugged meat that you get from Narshe, don't buy any more meats, enter the battle with that and you'll have bugged dried meat that can't be used other than via Tools.

 

Edited by Cross
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Here's another hour's worth of playtest ramblings:
 

Spoiler

BNW Beta RC11 Playtest Notes
3/1/2019 0800-0900
Start Banon's Scenario to Celes Get

Alright, this Equipment Imp. I think BTB asked for position feedback and I feel like he should be one tile south of the northern boundary, directly north of the save point (four steps north of the save).

As soon as I begin Banon's adventure, I realize that my suggestion for the Imp's placement isn't a great idea. The imp already kind of overlaps with the "Fleeing the Empire's troops..." message (I have a screenshot if this somehow hasn't already been reported). Maybe put him at the intersection of the line between Locke/Sabin and the one between Banon/Save Point(I also have screenshots of my terribly described suggestions)?

On the River, I actually found myself casting a status spell. Without Sabin's Claws to fall back on, Imp was the best damage mitigation I had against the Wizardly Albatrosses. Then it was back to cure battery-ing for the rest of the trip for Terra. Boomerang+Buckler is really a great Terra setup for this segment, it allows Terra an MP free, relatively safe, form of damage. I also like the treasure that you moved to the Moogle Cave, it's either a surprise upgrade or a hint of what's to come. This segment always feels so short, I can't help but get it out of the way first. If anywhere in this game could get a boss, I would definitely suggest one for Banon's route.

Unequ-Imp worked for Terra/Edgar. 

Onto Locke and Celes's Excellent Adventure. Thank you for keeping the lung removal threat, such a great line. Also, please make "Password" the password >.>.

I've never experienced the fabled "South Figaro Mansion Slow Down" but I had a few frames of spriteless backgrounds when entering or exiting the mansion's backdoor while dressed as a merchant. This lag also happened in the upstairs hallway when I tried to enter the drafty room, unless I hadn't been anywhere except that hallway since leaving said drafty room.

The soldiers in here mention an "informer," I think the word you want is "informant." "Spy" or "agent" might fit better too.

Has there always been a soldier playing with New Derp Boy and Tapir-girl? Should the NPC who complains about the draft in the drafty room still be there during this segment?

Love your Celes here. Actually sticking up for herself and trying to help her captors see the error of their ways. Why does Celes still have her sword, from a narrative perspective? 

Alright, the save next to Celes's cell seems a good spot to wrap this up. Tune in next time for the thrilling conclusion to...Attack of the Hell Rider!

 

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Posted (edited)

Ran into another weird one here:

It looks like dadaluma's script is broken. It was normal at first, but after a while he started exclusively snapping into a slim jim and jumping every single turn. I'm playing RC12b2 btw

Edit: He broke the loop when i quit taking the same actions, specifically I think its because I kept putting sap back on him with the drill

(I'm guessing you were attacking pretty aggressively in this fight and were doing so almost exclusively with the "Fight" and "Tools" commands)

Edited by BTB
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11 hours ago, mewannabetatest said:

Another from RC-12:

When using select to swap between the gauge and Max HP during battle, it's slow to react or doesn't switch sometimes.  I'm not sure if I'm supposed to hold select to see the non-config view, or if select is supposed to toggle them (for what it's worth, I'd prefer holding to a toggle).

Also (Nowea caught this, not me), if you hit select while you're selecting the target for a spell, it'll act as if you tapped R and go from single-target to multi-target.  This apparently won't allow for anything game-breaking (e.i. it won't let you cast a ST spell as MT).

It *is* a hold -- I expect that cases where it's slow to react/not reacting are related to a delay in the screen-redraw, because I hooked the swap directly into the existing window refresh rather than forcing a refresh itself. I'll take a look at this when I can -- I probably won't have any coding time until Sunday, between work and life -- but I suspect this will be less of an easy fix than getting it to swap in the first place.

Per Nowea on Discord, select also MTs in vanilla, so that's not new behaviour, but it's an easy fix once I have time to sit down and see where it does that.

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