Hanako Games

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Wolf Hall - Beta Testing Thread


hanako

Wolf Hall - Beta Testing Thread

#1 by hanako - Dec 31 2019

If you were not able to participate in the kickstarter (wrong country, paypal, etc) you can back the game's development and join in the testing here. The game is now nearly complete and can be played to the end, but still has content to be added!

We don't have a true 'spoiler' text function on this forum. We traditionally handle it by changing text to a light color like this so that it's hard to read without highlighting it, making it easy to skip over for people who don't want to see. You can change the text color either by clicking the little droplet icon next to the text-size dropdown or by typing color-change code:

[color="white"]White Text[/color]
White Text

And if you want to be even more secretive you could make your text small...

Stuck in a dungeon puzzle? There's several different dungeons, so it helps to describe what's around you as much as possible, and also tell us what spells you have!

We are pushing out a lot of patches quickly to handle bugs, so it helps to keep an eye on your version number! If you're running the game through the itch app, it should auto-update, and since it will only replace the files that have changed, most updates are very quick. If you downloaded the zip file manually, though, you'll have to download new ones in order to get the latest version.

Did a spell do something odd, something that didn't make a crash but didn't seem quite right? Please let us know! There's a lot of spells and all their interactions are pretty complex, so we expect a few bugs, but the more you tell us the faster we can repair it.

hanako

Re: Wolf Hall - Beta Testing Thread

#2 by hanako - Dec 31 2019

0.8 Update - Game now winnable!

* New scenes through to the end of game! (pass one; content remains to be added)
* Party save warning that can occur if a partymember is loaded before the
player character is fixed.
* Stick a ceiling over the DummySpawner in the final tutorial.
* Now take Truesighted darkness into account in more player visibility checks,
fixes a bug where you couldn't see something to pick it up after dropping it
in Truesighted darkness.
* Illusory walls now give Detect Charm "Something to the west is enchanted"
instead of "You sense that Something..."
* Discard the partymember command menu in saves.
* Invisible things detected as enchanted in the caster's current cell get
described as "something here" instead of "something to the here".
* Partymembers now use the player's last_visible set as well, so you get
more useful enchantment reports when Luke casts Detect Charm.
* Grammar stub for reporting different name_Articled values to partymembers,
so we don't get "You is enchanted" when Detect Charm tells Luke that the
PC is enchanted.
* TimeLimited condition no longer magical, so the player won't be reported
as enchanted.
* If you give a partymember an order when you've already chosen an order,
the spellcard for the currently-chosen order is shown. This allows the
player to check spellcards if they don't know the details.
* Detect Charm now checks the is_object field and no longer reports.
* 'You feel something arrive.' message suppressed when you can see the
thing that arrived. This fixes "You feel something arrive"s when moving
into Truesighted illusory darkness with a party.
* Training dummy spawner tiles are now enchanted.
* Tutorial8 now actually spawns the table.
* Playback of RNG logs significantly improved. Now I know that a random
exposed cell encountered entering the final tutorial was probably not
the fault of the RNG.
* Removed the directional note when exposing an illusory wall through Open -
you'll see it on the minimap and firstperson view anyhow, and 'the stones
of the straight ahead wall' was silly.
* Spirit Echoes units should no longer show up as ? on the minimap when
discovered.
* Sicken should now give the player a "You cast Sicken" message.
* No longer show the melee attack string when something does a non-melee attack
on something else
* Should now report the target when a partymember or visible monster is casting
a spell on something we can see.
* Dungeon console now shows a 6th line of text.
* Now show a click-to-continue indicator when there's text we haven't yet read
in the dungeon console. It repositions automatically depending on whether or
not we have a party tab.
* Non-physical objects no longer can be obstacles to queuedmoveadjacent. That
fixes the bug where trying to push something through an illusory wall leads
to it bumping into the wall (and taking damage, if Force Pushed)
* Show costs in the buttons for partymember commands.
* Fixed the weird bug where sometimes you wouldn't be able to move certain
directions. (The one that was preventing me from running away from monsters
in the final.). The cause was that I was skipping unit movement if a unit
was moving from the cell it was in to the cell it was in. I'm not sure HOW
that code generated the bug though...
* DefeatedFaders now have a safe default inventory value. (Fixes a crash when
loading a save made right after defeating something, because the fader
discards its inventory on save and the dead monster is in its inventory...)
* Spirit Sense now gives a different message when you've got a party.
* Partymember Empathy responses in.
* Low-level support for normal custom inscriptions added.
* Low-level support for fading inscriptions added.
* Inventory items can now have options.
* Fixed crash longjmping into a wall.
* Now use "crashes into" instead of grammar_advances when reporting something
flying into an obstacle (e.g. Luke longjmping into a wall)


We just added a ton of stuff, considering the final exam with all its party-based interactions and some new features, and of course the final dance which has a huge number of options for things that can happen at it, including some options that only come up if you have no date for the Ball at all.

Please report anything that goes wrong!

Now is also the time to talk about character routes, as they come to an end. Not all endings will meet everyone's tastes, obviously, but if something really didn't work for you, feel free to post about it (spoiler text please!) and explain why. We do sometimes tweak things. Virginia's ending in the first game got altered because it wasn't giving the right emotional cues, iirc. Also feel free to talk about endings you DO like (again, spoilers) - feedback is the best gift!

The ending song currently playing over the credits is NOT the final version. We're still working on getting all the pieces recorded, it will be updated. But there's enough there to give an idea of what we're going for and how it ties into the game plot.

Other things still to be added:

Custom dungeon inscriptions! (I've plotted out which dungeons everything will be written in, but haven't put them in yet)
Balthasar's Mushroom Club!
The remaining Kickstarter Cameo characters (some of whom are in the above club)
Manuel's side romance
Suki's side romance
Achievements!
Gallery
The endgame bonus dungeon (though that _may_ wait to be a post-launch update, we'll see)

waff1ez

Re: Wolf Hall - Beta Testing Thread

#3 by waff1ez - Jan 1 2020

Just finished Barbara Route, it was bitter sweet. I do understand that it is left up to interpretation but I do wish there was a little more in the epilogue or something. I know its early but do you think that or a dlc or something will be added? Anyways, final exam is hard still haven't solved it can't figure out how to do it just yet. Game is very fun can't wait for the full release!

waff1ez

Re: Wolf Hall - Beta Testing Thread

#4 by waff1ez - Jan 1 2020

I found the solution to the Final Exam, also a quite big bug regarding the Corrina route, theres a weird loop where at the end of the route the dance/ball scene plays again and you get an unidentified error, after which the music plays and your year book shows all while theres the game (the dance scene itself) going in the background.

wendymarlowe

Re: Wolf Hall - Beta Testing Thread

#5 by wendymarlowe - Jan 1 2020

It's been a long time since I last played this (I think you weren't through Christmas yet) - enjoying it very much! I did get a bug at the very end, at the dance - I went without a partner, got through about half the dance, then got bumped back to the hallway before the dance with "while I wait for my partner" screen. It put me back through to the dance and crashed right at the end (I think?) which I wasn't able to get it to come back from.

So, err, as a reminder - do you need crashed game files, and if so, how do we get them to you? Sorry, this forum got a lot busier since last time I was here Smile

hanako

Re: Wolf Hall - Beta Testing Thread

#6 by hanako - Jan 1 2020

That particular problem we know about and should now be fixed in the 0.8.1 patch - it was affecting anyone who went to the Ball technically without a date (which includes some of the side romance paths who you meet at the dance instead of escorting them) because it was jumping to the wrong point at the end.

Arent

Re: Wolf Hall - Beta Testing Thread

#7 by Arent - Jan 1 2020

waff1ez:

I found the solution to the Final Exam, also a quite big bug regarding the Corrina route, theres a weird loop where at the end of the route the dance/ball scene plays again and you get an unidentified error, after which the music plays and your year book shows all while theres the game (the dance scene itself) going in the background.
There is a Corrina route? Shocked How? Where? Mr. Green

Is there also a Pastel route? I like childhood friends & I only got the option to break up with Minie, which I didn't want to do.

Arent

Re: Wolf Hall - Beta Testing Thread

#8 by Arent - Jan 1 2020

First of all, I'm happy that you have done a sequel to horse hall! I missed the kickstarter, so I had to jump in a little bit later. I also gave a little extra since I have to admit that I, err, did not receive your first game through official channels. I hope that covers it.

Good parts:

(1) The world, characters and some interactions. The world is simple and funny, the characters memorable. The story is light, but also engaging, there are little secrets. It is a nice casual game you can pick up and play.
(2) That being said, I am only interested in some characters, namely Barbara and Minnie. Silent girls are always funny Mr. Green Ellen is a bit too grumpy, but I might play her route for completion.
(3) There wasn’t much drama/conflict apart from revealing one’s true identity in Barbara’s and Minnie’s case. Barbara didn't find the entrance to a great secret dungeon from ancient times not even Potsdam or Grabbiner were aware of, getting trapped in there & you had to find your way out of it. Minnie didn't confront Potsdam about her political views, getting on trial or even stripped of her magic. But maybe that's something for sequels. I didn’t play Ellen’s route yet, so maybe there is more action ;)


Constructive Criticism:

(1) Honestly, is there any meaning to the training dungeons? I'm just always running around a little and then leaving? There are so many of them that I suspect there is some meaning to them, but I couldn't find any so far.
(2) Please don't try to educate your players. You can touch political topics, but you should always do that in a honest manner & respect the views of others. If you do not, people will become annoyed and not play your game.

hanako

Re: Wolf Hall - Beta Testing Thread

#9 by hanako - Jan 1 2020

The practice dungeons are literally that: practice. It's because it's a little unfair for people to be dropped into an exam with spells they've never cast before and have no idea how they function, and then be expected to solve puzzles with them.

So the training dungeons exist so that you can go "What happens if I cast Entangle on an abyss?" without worrying that you're going to blow all your mana and fail a test. It gives you a chance to find out what spells actually do so that you can make intelligent plans later.

Each practice dungeon generally includes some element that you'll want to know about before the next exam, without completely spoiling the next exam. So, like, the very first practice dungeon has a DARK SQUARE in it, because darkness is an element of the first exam, but it's not the only obstacle in the first exam.

hanako

Re: Wolf Hall - Beta Testing Thread

#10 by hanako - Jan 2 2020

0.8.3 bugfix

* 'Lazy' now renamed 'Laid-back' in player-displayed text. (I might have
missed something; got the effect tabs, the top stat function, the
player's own codex entry)
* Yearbook should now upload the correct exams-beaten count if you beat exam2.
* Fixed crash examining inscriptions.
* No longer crashes reaching the yearbook if you danced with Raven.
+ Yearbook CGI now correctly displays Raven relationship.
* Removed some duplicate Angela image definitions that were causing
crashes in her dance scene.
+ Interpolate %(Firstname)s in yearbook signatures.
* Actually build the memberships list for yearbook entries.
+ Yearbook entries now properly display black and white charms.
+ WolfPC image composer also now allows uppercase letters, properly displaying
black/white charms again.
* When partymembers are moved to follow another partymember, no longer drag
ones which have already been removed from the level (so we don't wind up
crashing by trying to go down the hole multiple times.)
* No longer fall down holes if we're no longer in the level.
* 'the Luke'/'the Donald' now just Luke or Donald.
* Now use name_Articled for things falling into holes. Fixes "The Luke
falls into the hole."
* Error message trying to enchant non-object objects no longer crashes.
* Scrubber for chose_week35_grabiner_musette added.
* Fixed scrubber for chose_week34_william.
* 'an echo of a ghost' no longer has *** in the displayed text.
* Now hide the crystal orb sparkles after successfully beating the final.
(This happens in the teleport out)


This should now allow people to get 100% exam success for their yearbook listings (which will be an achievement eventually when I get around to writing those!)

Arent

Routes/walkthroughs/tips/secrets

#11 by Arent - Jan 2 2020

Mabye people want to give tips about the various routes they have discovered, secrets they have found, general tips and how to obtain stuff.

I'll just start. Until now, I only got Barbara's and Minnie's route. I also discovered the 'secret' poetry club.

To get Minnie:

You need to run as president. I only managed to win by taking the advance money, buying *everything* on the list, calling myself "Wolf King" and helping out in the study session. Maybe, another name works better or there are other ways. If you do that, Minnie will approach you and ask you for co-presidency. I didn't try to win by myself and agreed. From there on, it is relatively straightforward. She is overworking herself, so be nice to her, offer to help her, listen to her, think of her when prompted. At one point, Pastel will blackmail you and demand you break up with Minnie, which you should obviously not do (I didn't try what happens if you agree to break up)

To get Barbara:

Basically, just be nice to her. Climb on the tree to give her back her shoes. Visit the dungeons immediately & often to meet her. Either talk together with her with William to get his socks or give her your own socks. Think of her when prompted. Invite her when prompted. At one point you'll have to confess your heritage.

To get into the 'secret' poetry club:

Soon after the night incident where you were 'pushed' on the floor, you will notice William sneaking off. You need to follow him & you need blue magic, especially the spell 'silence' to avoid that he notices you. If you have that, you will follow him into Potsdam's greenhouse and finally be spotted. There, you will be asked to join. The poetry club has regular meetings to recite, well, poety. There is also one case where you have to prepare to recite a poem, which can go over good or not so good. Whether there is any deeper meaning to it, I don't know yet ;)

Items:

The charms for 30$ in the magic shop in the mall are quite useful to learn a certain color of magic fast. But they are not strictly necessary.

I don't know exactly what the expensive glamours, feather or fairy wings etc. do. Maybe they grant you points with certain characters, Manuel, Pastel or Suki?

Ses

Re: Routes/walkthroughs/tips/secrets

#12 by Ses - Jan 2 2020

I've managed to find Raven's route and take her to the Ball, but I haven't been able to get the kiss, only the Raven(Friend) relationship end. I'm really not sure what I'm doing wrong.
To unlock Raven's route: Be a cool dude who wears sunglasses indoors, then visit the Magic Shop on oct 12.

hanako

Re: Routes/walkthroughs/tips/secrets

#13 by hanako - Jan 2 2020

Reaching Raven's side route requires multiple steps. To be able to think of Raven at Christmas, you have to have been her Secret Santa. For THAT to happen, you have to not be president (because otherwise you get assigned to Jacob) and you have to have met her a couple of times previously in the game. Places to pick up Raven flag points:

Visiting the Magic Shop more than once before Oct 31
Window Shopping on Nov 23 (when the candle booth is there)
Seeing Raven practicing in the gym before the duel event (counts double if you fetch Professor Van Brun for help)


Unfortunately, Raven is only a side option, not a full route. None of the side options have kiss CGs. They're shorter bonus routes that you can get some scenes with and dance with in the end, but they don't have full storylines and their deepest secrets are saved for games in which they are main characters. If you danced with Raven at the Ball, that is her full ending.

I listed Raven as "friend" in the ending because that seemed like the best summary of her relationship with the PC. Would it be less confusing if I left it at "dance"?

(And I just realised that makes the Raven Literature Club lines completely unreachable, since you can't be on Raven's side route AND in the Literature Club because the Literature Club requires you to be President. Oops. Well, it was only a couple of lines.)

Arent

Re: Routes/walkthroughs/tips/secrets

#14 by Arent - Jan 2 2020

hanako:

Reaching Raven's side route requires multiple steps. To be able to think of Raven at Christmas, you have to have been her Secret Santa. For THAT to happen, you have to not be president (because otherwise you get assigned to Jacob) and you have to have met her a couple of times previously in the game. Places to pick up Raven flag points:

Visiting the Magic Shop more than once before Oct 31
Window Shopping on Nov 23 (when the candle booth is there)
Seeing Raven practicing in the gym before the duel event (counts double if you fetch Professor Van Brun for help)

Aww, thanks for that, that gives a better understanding how the 'side routes' work. So basically, you have to spot their events in the mall/dungeons/study sessions/clubs and then in the end you can dance with them. Ok.

Now I just have to find whether there is a similar side route for Pastel Mr. Green

hanako

routes (sorry I screwed up the topics briefly)

#15 by hanako - Jan 2 2020

They all work a little differently and some are much harder than others. The hardest, so far, is Corrinna. Luke is the easiest, since the PC knows Luke fairly well and can just hang out with him whenever, he doesn't have to get lucky about bumping into him in weird places.

Pastel's is an offshoot of Minnie's route and is a straightforward choice between them. If you choose Pastel you'll get some extra scenes and backstory with her and then the final dance, but you'll lose Minnie, obviously. Earlier in the year, the PC is intentionally avoiding Pastel, so without the Minnie interactions to force him to talk to her, it won't happen.

Arent

Re: Routes/walkthroughs/tips/secrets

#16 by Arent - Jan 2 2020

hanako:

They all work a little differently and some are much harder than others. The hardest, so far, is Corrinna. Luke is the easiest, since the PC knows Luke fairly well and can just hang out with him whenever, he doesn't have to get lucky about bumping into him in weird places.

Pastel's is an offshoot of Minnie's route and is a straightforward choice between them. If you choose Pastel you'll get some extra scenes and backstory with her and then the final dance, but you'll lose Minnie, obviously. Earlier in the year, the PC is intentionally avoiding Pastel, so without the Minnie interactions to force him to talk to her, it won't happen.
Wow, thank's for the tips. Although, err, maybe you should leave it to the players to work out the details Wink

Since Pastel is a childhood friend & seems lonely, I did actually care a bit about her. But of course it would be really mean to dump Minnie. Well, I guess I'll stick to my morals then Mr. Green

Someone around mentioned already the Corrinna route. Maybe he'll come back & tell us. Or I have to send a PM. (Please let him have the honors to reveal the route, Hanako)

hanako

Re: Routes/walkthroughs/tips/secrets

#17 by hanako - Jan 2 2020

Given that the game is not released and still in testing I have to correct people and post instructions on how to reach content so that it can be properly tested. I can't have people posting incorrect guides, and I need to funnel as many people as possible through as many scenes as possible.

There's a reason there aren't a lot of threads right now. The game is still incomplete and still changing. Most discussion needs to be in the beta thread so it can be linked to what the version was at the time of posting. I'm trying to keep all discussion (with the exception of the dungeons) centralised until launch.

Sorry about that, I should have locked it when you first posted. I know it spoils your fun a little bit which is why I didn't want to do it, but it really is critical at this point in time while we're trying to get the game finalised. (For example, when the new character routes I'm writing at the moment get added, I'm going to tell people exactly how to reach them, because we need to be sure people look at them so we can get this thing done! Smile ) I promise I'm trying to get us to the free-and-open-posting land as fast as I possibly can.


(Topic merged into the main Beta thread.)

Arent

Re: Routes/walkthroughs/tips/secrets

#18 by Arent - Jan 2 2020

hanako:

Sorry about that, I should have locked it when you first posted. I know it spoils your fun a little bit which is why I didn't want to do it, but it really is critical at this point in time while we're trying to get the game finalised.
No problem. It's true that scenes should be tested.

Then I'll play around now with the poetry club and hopefully the Corinna route ;)

Arent

Re: Wolf Hall - Beta Testing Thread

#19 by Arent - Jan 3 2020

If you "read poetry" and then "ask Ms. Darden" to help you with preparing a poem, everything goes well at the poetry meeting. However, in your diary, it says "I never managed to prepare" a poem. I don't think that's intended.

I also got the Pastel route & it seems fine, didn't notice any errors.

Is there any way to actually win election against Minnie? I turned her down & used various combination of names, helping others study etc., but it seems that doesn't help.

Apart from that, I might need some pointers for Corinna. Just having the poetry meeting going over "very well" (Either the anthology or asking your parents) doesn't seem to change anything.

hanako

Re: Wolf Hall - Beta Testing Thread

#20 by hanako - Jan 3 2020

No, if you turn Minnie down she'll use that against you to win. There is no solo president plotline.

Corrinna's side route is extremely hard to find. (Trying to be a bit vague) Being in the poetry club is a good start, but you'll also need to find a different arts-and-culture club to invite her to join with you, give her a gift to express your admiration, and invite her to attend a performance with you. After all that you'll be on friendly terms and be able to ask her to the Ball.

mucalphasig

Re: Wolf Hall - Beta Testing Thread

#21 by mucalphasig - Jan 4 2020

After failing exam 4 and getting detention, I received the following error.

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/week15.rpy", line 42, in script call
  File "game/week15.rpy", line 980, in script
TypeError: 'NoneType' object is not iterable

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/week15.rpy", line 42, in script call
  File "game/week15.rpy", line 980, in script
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\ast.py", line 613, in execute
    renpy.exports.say(who, what, interact=self.interact)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\exports.py", line 1142, in say
    who(what, interact=interact)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\character.py", line 876, in __call__
    self.do_display(who, what, cb_args=self.cb_args, **display_args)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\character.py", line 715, in do_display
    **display_args)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\character.py", line 507, in display_say
    rv = renpy.ui.interact(mouse='say', type=type, roll_forward=roll_forward)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\ui.py", line 285, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\display\core.py", line 2495, in interact
    repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\display\core.py", line 2848, in interact_core
    self.draw_screen(root_widget, fullscreen_video, (not fullscreen_video) or video_frame_drawn)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\display\core.py", line 1924, in draw_screen
    renpy.config.screen_height,
  File "renpy/display/render.pyx", line 416, in renpy.display.render.render_screen (gen\renpy.display.render.c:6687)
  File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2859)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\display\layout.py", line 685, in render
    surf = render(child, width, height, cst, cat)
  File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3321)
  File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2859)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\display\layout.py", line 685, in render
    surf = render(child, width, height, cst, cat)
  File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3321)
  File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2859)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\display\layout.py", line 685, in render
    surf = render(child, width, height, cst, cat)
  File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3321)
  File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2859)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\display\screen.py", line 623, in render
    child = renpy.display.render.render(self.child, w, h, st, at)
  File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3321)
  File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2859)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\display\layout.py", line 685, in render
    surf = render(child, width, height, cst, cat)
  File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3321)
  File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2859)
  File "renpy/display/accelerator.pyx", line 108, in renpy.display.accelerator.transform_render (gen\renpy.display.accelerator.c:2027)
  File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2859)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\display\layout.py", line 1214, in render
    self.update(st, at)
  File "C:\Users\missa\Desktop\magical-diary-wolf-hall-win\renpy\display\layout.py", line 1201, in update
    child, redraw = self.function(st, at, *self.args, **self.kwargs)
TypeError: 'NoneType' object is not iterable

Windows-8-6.2.9200
Ren'Py 6.99.12.2.2029+SPIKY
 

Arent

Re: Wolf Hall - Beta Testing Thread

#22 by Arent - Jan 4 2020

hanako:

No, if you turn Minnie down she'll use that against you to win. There is no solo president plotline.

Corrinna's side route is extremely hard to find. (Trying to be a bit vague) Being in the poetry club is a good start, but you'll also need to find a different arts-and-culture club to invite her to join with you, give her a gift to express your admiration, and invite her to attend a performance with you. After all that you'll be on friendly terms and be able to ask her to the Ball.
Waah, that was really difficult.

Played through Ellen's route, didn't encounter errors.

Played though Corrina's route, didn't either.

Actually, the only errors I sometimes encounter are if you do very outlandish actions in dungeons.

hanako

Re: Wolf Hall - Beta Testing Thread

#23 by hanako - Jan 4 2020

mucalphasig:

After failing exam 4 and getting detention, I received the following error.
This is, we hope, fixed in the latest patch.

hanako

Re: Wolf Hall - Beta Testing Thread

#24 by hanako - Jan 4 2020

0.8.7 update

This is generally fixing a bunch of bugs, adjusting the visuals around the yearbook/epilogue, fixing a bunch of visual errors involving the dress robes, and starting to add Kickstarter-sponsored inscriptions to the dungeons. (Long hair on skinny PCs was leaving a noticeable gap between the hair and the dress robes, and on the fatter PC bodies there was miscolored skin showing)

* Improved transitions into and out of yearbook.
* Added a yearbook upload confirmation.
* Wards should now work.
* Debug messages trimmed.
* Lightning damage now both magical and electrical.
* ImmuneToMagic condition actually works.
* Nains Rouges now actually apply their conditions' DamageFilters to determine whether they take damage.
* Fixed a crash reporting things that aren't us nudging force walls. (...which doesn't fix the more general problems reporting force-wall nudges, because we SHOULD see a nudge when something tries to walk through and we can see it, but instead we only get the nudge reported when we CAN'T see it...)
* No longer report detailed damage types for Bladen Beast melee attacks. ("The Bladen Beast does 7 Cutting points of damage to you."->"You take 7 damage.")
* Fixed a missing Suki sprite in the Dec 14 detention.
* Suki auto-talker failure now gives a spritecrash button instead of crashing the game.
* Fixed bug where chorale membership would cause the game not to upload co-president status to the yearbook.
* Dungeon help screen prototype in.
* Override F1 to bring up dungeon help in the dungeon. This stops the bug where each time you pressed F1, it would start a new context (requiring an extra click to dismiss)
* @ sign and lowercase E (z-caron) added to Jester. (This fixes a missing character in the credits)
* Candidate fix for the blitter.rotate_into crash.
* Candidate fix for crash casting Drain Charm on a Floor.
* added inscribe_on_random_exposed_surface() function.
* Tutorial 1 backer inscriptions in.
* Backer inscriptions added to exam1, tutorial1, tutorial2, and tutorial3.
* Hopscotch constrained to the north part of exam3.
* Fading inscriptions now work and correctly interpolate.
* Backer inscription in exam3.
* Backer inscriptions for tutorial4.
* Fixed crash in inscribe_on_random_floor() (the HOLE backer message).
* Fixed crash applying tutorial2 backer messages.
* Initialize a bunch of exam6 and exam7 variables, so affected saves will now complain about getting a StoreDeleted instead.
* No longer create a tutorial8() automatically when randmap is loaded.
* Stray gold bits on fatPC silver trim shoulder graphics cleared up.
* Updated fatPC skin layers in.
* Now use formal robe variants of the long hairstyle.
* Fixed a crash wearing a suit if you have long brown hair.
* Final exam timeout should no longer crash.
* Timeout should now trigger when time reaches zero instead of when it reaches -1.
* FatPC cheek drown above hair so it doesn't look stupid with unruly.
* Scrubber for Inscribed full_msg field added.
* Fixed crash initializing tutorial4 inscriptions.


I'm currently working on writing Manuel + Nature Club scenes but they're not in yet.

Arent

Re: Wolf Hall - Beta Testing Thread

#25 by Arent - Jan 4 2020

hanako:

Now is also the time to talk about character routes, as they come to an end. Not all endings will meet everyone's tastes, obviously, but if something really didn't work for you, feel free to post about it (spoiler text please!) and explain why. We do sometimes tweak things. Virginia's ending in the first game got altered because it wasn't giving the right emotional cues, iirc. Also feel free to talk about endings you DO like (again, spoilers) - feedback is the best gift!

(1) Barbara's route was nice. Funny character, I especially laughed when she was "murdering" her pudding ;) She could be even more feral, but I think it's ok as she is.
(2) Minnie's route was also nice. Her overworking in fact fits her character perfectly. The political backstory was a bit illogical, since it is implied that mixing magic and technology did in fact lead to disaster & Minnie of all people would be the first to try to find a balanced solution.
(3) Ellen's route surprised me a little, because I would have expected Damien to "fight" for her. But he somehow just vanishes. The Ghost story was a nice touch since it explained a lot of other things in the game.
(4) Pastel I think was rather well written. The story of "childhood friends" and her slightly desperate behavior made me care for her. The only gripe is that I have to dump Minnie for her, which is not a nice thing to do.
(5) Corinna's route was of course small and extremely hard to figure out. There is one problem I have with it: In the end/at the dance, immediately revealing one's own secrets and immediately offering her hospitality comes a little too fast. There need to be a few additonal sentences to have a better text flow:



Player: "You are a Dhampir!"
Corinna: "You- you know about - "
Player: "We have Vampire Bloodlines in my homeland"
Player: She must be trying to decide whether to become a full vampire or not.
Player: "Actually I have a secret to confess as well."
Player: "I'm not XXXXXX. I choose that name to hide my identity, because my parents are the magical rulers of Illyria.
Corinna: She blinks a few times.
Player: "I've gotten used to the name though. I might keep it. At least as an alias."
Player: "I'm telling you this because I want to offer you the hospitality of my house."
Corinna: "Why?"
Player "You are graduating and you are an adult now, but you are not certain what to do with your future, yes?"

-> That's in my opinion a little bit to fast, although other players might disagree.

On might add a few sentences:

Player: "You are a Dhampir!"
Corinna: "You- you know about - "
Player: "We have Vampire Bloodlines in my homeland"
Player: She must be trying to decide whether to become a full vampire or not.
Corinna: "I - I'm sorry. I hope that is not a problem."
Player: "No - no, not at all!"
Player: "Actually... I also have not been entirely honest."
Player: Since I know her secret now, it wouldn't be fair to keep this charade up.
Corinna: "What do you mean?"
Player: "I have a little secret as well. I'm not XXXXXX. I choose that name to hide my identity."
Corinna: "Your name is not XXXXXXX?"
Player: "Yes, you see... it's because my parents are the magical rulers of Illyria."
Player: There, I said it.
Corinna: She blinks a few times.
Player: "I've gotten used to the name though. I might keep it. At least as an alias."
Player: "I'm telling you this because I want to offer you the hospitality of my house."
Corinna: "Why?"
Player "You are graduating and you are an adult now, but you are not certain what to do with your future, yes?"

Ses

Re: Wolf Hall - Beta Testing Thread

#26 by Ses - Jan 5 2020

When I first bought into Wolf Hall I was pretty excited for a lot of the girls, especially Barbara and Minnie. As I played I fell deeper and deeper into the Raven stan rabbit hole though. I absolutely loved Raven's dialogue and took her from "cute character design" to "favorite girl in the series Snake Hall when". It did feel like I hit a failure state though when it cut to credits and said Raven(Friend), I went pretty crazy trying to find the "full" ending. Now that I know it was the full ending I'm really happy with it overall. I'm starting my Angela playthrough now.

I squealed unreasonably shrilly when Raven got the protagonist Tales of Dagon, it was such a thoughtful gift.

hanako

Re: Wolf Hall - Beta Testing Thread

#27 by hanako - Jan 12 2020

0.8.16 Update


* Manuel side route added.
* Nature club added.
* Added new lines to Corrinna ball scene.
* Effect tab hint in. (Triggerable the first time you encounter a Legacy Wand or when top_(flirty, laid-back, scheming, sporty) are called.
* Dungeon Help screen added.
* All sponsored dungeon inscriptions added.
* Big Jelly Empathy reaction in.
* Big Jelly Communicate reaction in.
* Hodag plays the cat_attack noise when it attacks.
* Hodag Communicate response in.
* Big Jelly Mindstorm reaction updated.

* Mindstorm now calls Reaction_Mindstorm_Applied() on the unit if it exists. (Because having units drop their inventory when Mindstormed meant that the game would crash because the player dropped all his clothes...)
* Diamondizing walls should now block Dig.
* Drain Magic now only drains from living or sentient units. (So not Force Walls.)
* Burn Magic no longer crashes when used on a target with no MP.
* Burn Magic now only burns living or sentient units. (So not Force Walls.)

* Now display an error message when a monster tries to get something but fails.
* Fixed scrubber for QueuedCastOn, so Big Jellies can drain right after loading.
* Now track whether the Jelly still had HP when we won the final.
* Sparkles reworked so the anim hides them automatically when it triggers, so we'll no longer have the Apparatus glowies showing up on load. This might incidentally turn the glowies invisible in old saves that had them sitting around.
* Restore the statbar in an additional place when you fall down a hole in the tutorial. Fixes the bug where, if you pushed yourself down a hole in the tutorial and then clicked 'Dismiss', only the stress bubble would return. (It was fine if you clicked 'Next')
* Fixed a crash entering the dungeon (caused by screens loading before the party was fully initialized.)
* Inscribing random exposed surfaces now uses a better algorithm to determine whether the surface is exposed.
* Now actually check the eligibility function if inscribing on a random exposed niche wall.
* Eligibility function for tutorial1 inscriptions should exclude the part before the darkness. Tutorial1 backer inscriptions constrained to floor or back wall.
* Debug messages trimmed.
* Now only save the RNG log for tutorial8 if we have environ.verbose set.
* Dungeon console text width now shorter if we have a party.

* Now give the correct diary entry if you got a William point for Darden's poem.
* Raven relationship now coded as Raven (dance) instead of Raven (friend). Note: This doesn't affect already-uploaded yearbook pages.
* Hide Grabiner after learning Drain Magic.
* Dialog box falls out after William's scavenger hunt assignment.
* Dialog box falls out after Barbara's sock quest; when Logan and Luke drag you to the mall; after window shopping; after Grabiner's review session; after studying with Minnie; after ignoring Donald&Luke's prank plans in week5; after agreeing to distract Ellen; after William tells you about Potsdam's gardening merit-quest; getting dungeon hints from Minnie; after seeing Barbara hiss at Minnie, after election week chorale practice; ignoring William sneaking around late at night in week7; after giving up in week8; after giving up in exam3.
* Dialog box in Cloak-learning scene.
* 'mood in the gymn is a bit more subdued' typo fixed.
* Potsdam should fade (and posechange) properly at the end of the Ward scene.
* Manuel spritecrash button no longer says "Error finding Minnie sprite."
* Fade and dialog box at end of Wrong Way scene.
* Shift Potsdam to neutral in Mind Wall scene.
* Lazy now laid-back in script.
* Glasses now drawn above fatPC cheeks.
* Nature Club tweak to Minnie date in.
* Potsdam stars out after the Regenerate lesson.
* Fixed crash when you go to sound debugging.
* QueuedSetTimeLimit scrubber in.
* Dhampir codex entry now one page.
* Remove the 'Help' button from the codex.

hanako

Re: Wolf Hall - Beta Testing Thread

#28 by hanako - Jan 12 2020

Instructions for reaching the Manuel route:

Don't become President. Vote for Manuel so he becomes Treasurer. Join the Nature Club. That combination will let you interact with him enough to choose him at Christmas.

Lucy

Re: Wolf Hall - Beta Testing Thread

#29 by Lucy - Jan 13 2020

I hadn't played in months but I've just caught up with all paths except Barbara.

I *love* the Luke side path - he's adorable.

Bug: In the final exam, trying to push your friends into the abyss results in an error message and pushing yourself in results in the game skipping forward to after the exam (it skips all the Potsdam dialogue you normally get).

surreal_chameleon

Re: Wolf Hall - Beta Testing Thread

#30 by surreal_chameleon - Jan 13 2020

Typo in Angela's dance scene: "exhileration" should be written as "exhilaration".

Some thoughts on the endings:

General: I looked far and wide for opportunities to "lose your honor, your life, or even your soul", but to no avail. Do these opportunities exist? If they don't, would you consider putting some in? Or at least one tragic outcome for the Damien storyline that's comparable to what happened in the Horse Hall one?

The appearance of the Laurel sprite was a hidden surprise, almost to the point of being an Easter egg. Better late than never. The pc mentions his surprise at how athletic she is. I haven't tested a sports club pc, but he would need a different response under these circumstances.

Minnie and Ellen's version of the final scene in the woods of Illyria weren't as satisfying as the other 3 characters. In Barbara's version, there's a resolution to a conflict. In Damien and William's, there's a narrative prompt that suggests something very interesting is about to happen. In Minnie and Ellen's, we don't know anything other than the fact that they're writing friendly letters to the pc. What's going on in their lives? What's the big picture view of their relationship with the pc? Are Minnie and the pc cooking up political schemes? Is Ellen mastering the scrying crystal? "Musette says hi." or the like would be an interesting final sentence for that route.

Raven: My favorite of the side routes. I felt like she changed due her association with the pc, in a natural and gradual sort of way.

Angela: Yes, this was as enjoyable as I thought it would be. "I will turn your face to alabaster/ When you'll find your servant is your master", as the song goes. And it's entirely appropriate that she doesn't sign the yearbook.

Corrina: This was intellectually satisfying, as we get to learn her secret and some lore about the world. I figured she would either be a vampire or some sort of Asian shapeshifter. It's interesting that being a vampire is more akin to being a vocation like joining the priesthood than being a disease or an entirely inherited condition. On the downside, I guess this means we won't be seeing sprites in a future game where a ravenous Corrina succumbs to her condition, her eyes and hair wild, her refined demenor giving way to slavering fangs and hands hooked into claws? Oh well.

A few questions:

In the electioneering cut-in picture, there's a picture of Jacob and an individual from Toad Hall campaigning. Is the Toad a major character? Maybe the South Asian man mentioned in the Thanksgiving scene?
Which house does Anisha belong to?

hanako

Re: Wolf Hall - Beta Testing Thread

#31 by hanako - Jan 13 2020

surreal_chameleon:


Some thoughts on the endings:

General: I looked far and wide for opportunities to "lose your honor, your life, or even your soul", but to no avail. Do these opportunities exist? If they don't, would you consider putting some in? Or at least one tragic outcome for the Damien storyline that's comparable to what happened in the Horse Hall one?
To a large extent that's meant to drum up suspense and tension for the Damien ritual scene, though it is not actually possible for WolfPC to lose his soul even to the extent that a bad-end HorsePC does. Following through with the Damien romance ending, though, could be considered losing his honor, as it's a pretty Dark Side ending. I can think of a way to put in another bad end to the Damien route, but I'm not sure which sort of outcome from Horse Hall you're thinking of, so I'm not sure if it will hit the button.
A few questions:

In the electioneering cut-in picture, there's a picture of Jacob and an individual from Toad Hall campaigning. Is the Toad a major character? Maybe the South Asian man mentioned in the Thanksgiving scene?
Nope, not the same guy. That Toad is a character whose name is mentioned only once, very briefly, and as he's not a freshman or a senior, he's not likely to ever be a featured character. At least, I have no big plans for him and no sprite.
Which house does Anisha belong to?
Horse. Anisha and Liz are Virginia and Ellen's neighbors.

Runespoor

Re: Wolf Hall - Beta Testing Thread

#32 by Runespoor - Jan 14 2020

Played through Damien's route (I hate both how long it takes me to do anything and how utterly predictable I am). My comments contain spoilers for Horse Hall.

Question: is the only way to obtain a romantic ending with him to tempt him with other victims? My comments depend on that. (IT'S GREAT and totally coherent with the fact that Gary did see Damien try to kill someone else, and for him to try and pursue Damien in a romantic sense after that, well...)

The contrast between the Damien romance in Horse Hall and the Damien romance in Wolf Hall is super interesting, from a gender perspective - to remain involved with Damien, Mary Sue has to remain a potential victim, and Gary Stu has to become a potential abuser. Mary Sue also was the only one at risk during the gymnasium scene, while Gary Stu's life wasn't at risk, it was someone else. As I said: I think that's super interesting. Very Happy

One thing I did feel while playing through Damien's route was that it's all about William - or mostly about William, at least. (Damien comes across as less over William than he did in HH, too.) It really made me look forward to playing William's route, but I did come away kind of wishing we had a scene of Damien being a bit more vulnerable/less closed off.

To clarify: Horse!Damien route features Damien unravelling/groveling and a lakeside discussion with PC able to let out her own emotions (including physically hitting Damien). Yeah, Damien's manipulating PC because he hates the thought of losing her, but otoh, we know he does hate the thought of losing her, through the Echoes scene. He's being manipulative but he's not being deceptive and he's not holding much back, emotionally speaking (i think). It's a lot of oompf.

In Wolf!Damien route, I didn't feel that Damien's impacted by PC or by his relationship with PC. I think that a sign that therea's an impact not just on PC (and on William) but on Damien would be welcome, either a sign that PC matters to Damien, or that Damien sees a connection (possibly despite himself). Maybe he could remark during the confrontation by the movie theater that Gary too has been lying and using people? Similarly, if there's a token between the confrontation and the ball, I missed it. I know Wolf!Damien hasn't had the opportunity Horse!Damien did, to realize that oh shit he does care a lot about PC, because the gymnasium confrontation goes very differently, and then Gary Stu is the one looking for Damien unprompted, so the emotional unravelling would be v. different. But I think the confrontation scene would work better with a bit more emotional oompf.


Edit: and I would be 100000% down for a Damien bad/worse ending!!!!!

surreal_chameleon

Re: Wolf Hall - Beta Testing Thread

#33 by surreal_chameleon - Jan 14 2020

Spoilers for a Horse Hall ending: The bad ending I had in mind is the one where the pc loses her magical powers. A worthy equivalent in this game would be something with lasting negative consequences to the pc. Public disgrace, someone gets hurt in a way that will haunt the pc with lifelong guilt, Grabiner makes good on the threat he made toward the pc at the begining of the game... okay, maybe not the last one. This isn't a game in the Long Live the Queen franchise.

Do the donations you make toward the May Ball have any effect on the storyline? I didn't notice any difference.

hanako

Re: Wolf Hall - Beta Testing Thread

#34 by hanako - Jan 18 2020

0.8.20

* Suki side route added.
* New Damien bad end added if you refuse to give up on him.
* Damien ball finale tweaked (sharpening up the dynamic)
* Cameo character added to ticket sales at the Spring Play on post-Damien outcomes.
* Laurel Sports Club reference added.

* Crash when Loveland Frog decides whether or not to block the player fixed.
* Pushing yourself down the hole in the final now goes to the final-exam-failed scene.
* Pushing partymembers down the abyss no longer crashes.
* A crash in randmap.is_unimportant() fixed, which may also fix some of the bugs where random dungeons get weird random inaccessible bits.
* Cell-targeter horizontal scroll buttons now visible.
* Cell-targeter buttons have arrows.
* Seeker Sting description in.
* Seeker Sting damage message now shows amount of damage done.
* Distraction now announces "The X appears Distracted".
* Distraction wearing off should be announced.
* Can now [spoiler] the Big Jelly.
* Distraction now only lasts for 1 turn.
* Exhilaration spelling corrected.
* Dragon club comma pulled.
* Grabiner now stars in on the Dec 14 detention.
* Hide the "Low Money" effect tab on the 14th.
* can_see() should now return False when we've been removed from a level.
* Non-dungeon help disabled.
* Dungeon help now disabled when the say or say_slidein dialogues are up.
* Dungeon help button now grays out when say and say_slidein dialogues are up.
* Giving up in the tutorial no longer leaves the help in dungeon mode.
* Auto button disabled on save paginator.
* Debug messages trimmed.


Suki's route is... kinda weird. (So is Suki!) To get to it: Try to join the Dragon Club. Do NOT run for President at all, since if you run you won't see Suki run. Take a lot of green magic in October until you trigger a conversation with her talking about dragons. Get detention during the December exam (easiest way is to let the cat kill you). This should trigger a conversation with Suki after that detention. After that conversation you can choose her at Christmas.

Runespoor

Re: Wolf Hall - Beta Testing Thread

#35 by Runespoor - Jan 18 2020

The new Damien scenes/tweaks are *chef's kiss*. Very Happy Very Happy Very Happy Very Happy Very Happy Sharper dynamic is good. Now I feel like I can ship them without reservation. Very Happy

comment with more spoilers for Horse Hall: love that Wolf!PC's bad Damien ending hits because he's trying to take too much, while Horse!PC's hit because she was giving away of herself too much.

Also, tangent: am I the only who read the no-power ending of Horse Hall as not the worst end? I definitely get why it's the one people refer to when they speak of bad end, and I know I do the same, but for me the worst ending was Snake Hall. No-powers ending give Mary Sue a lot of power over Damien, as per the text of the epilogue, whereas Snake Hall ending, to me, basically confirmed to Damien that yes Mary Sue would keep doing stuff for him, and it also makes Mary Sue lose her own "social status"/the trust of her classmates (and with William graduating, she'd also lose that mirror/potential support). Long-term Snake Hall might work out perfectly fine, of course; but the very "us against the world" vibe of the no-powers ending kept it out of the 'bad ending' slot for me.


A related worldbuilding question: is it common for students to switch Houses?

also I realized just now I've never actually done a playthrough where I saw the Spring Play. Is it because of Chorale? nothing to see I just had a brain fart. Embarassed

hanako

Re: Wolf Hall - Beta Testing Thread

#36 by hanako - Jan 18 2020

That's odd. If you were on a Damien route you should have gone to the spring play with William.

About all I can say on Hall-switching is that we've got multiple examples of it in canon, so it's not super-rare. (Blaise may or may not have changed Halls multiple times.)

Runespoor

Re: Wolf Hall - Beta Testing Thread

#37 by Runespoor - Jan 18 2020

Well, it's always possible I'm confusing dates, or something similarly embarrassing. Remind me the date?

EDIT: NEVERMIND that's exactly what happened. *facepalm* Well, I apologise for worrying you about this. Embarassed

hanako

Re: Wolf Hall - Beta Testing Thread

#38 by hanako - Jan 18 2020

to answer the earlier question about fundraising for the ball: it doesn't affect anything and is just a way to interact with the Student Council. (I considered having it make a difference on Manuel's route but then decided Manuel is too nice to be stroppy about it.)

surreal_chameleon

Re: Wolf Hall - Beta Testing Thread

#39 by surreal_chameleon - Jan 18 2020

You can't attend the play on Suki's route. This is still holds true regardless of the choice you make on Valentine's day.

Runespoor

Re: Wolf Hall - Beta Testing Thread

#40 by Runespoor - Jan 18 2020

Minnie and PC are adorbs. I love their dynamic, I love the parallels/contrasts between them, I love that Minnie had guessed something, I love that the Pastel situation doesn't last, I love that PC pictures her as a cheerleader at the end. And they are so cute.

Idealists! Politicking! For! A! Better! World!!!!!!! <333333

Scheming!Minnie!mancing PC is such a fit for Falcon, I can see Grabiner grumble under his breath from here. Smile

Now we know more about Minnie's background, I'm very curious about her relationship with Grabiner. Before, any curiosity I had there mostly concerned the Horse Hall thing (Grabiner going to check on Minnie at PC's request re:Kyo); now, I'm wondering what each knows/thinks about the other's history/priorities.

On a completely different topic, I don't suppose there's any plan to for "voted most likely to + probable future career" in the yearbook like there was in Horse Hall?

hanako

Re: Wolf Hall - Beta Testing Thread

#41 by hanako - Jan 19 2020

On a completely different topic, I don't suppose there's any plan to for "voted most likely to + probable future career" in the yearbook like there was in Horse Hall?
Not at the moment. I felt like they didn't really add that much meaning and distinction to the yearbook pages and that the new information says more about your individual playthrough (personality type, clubs, exams, etc). If I come up with some fun ideas later, though, something might get added.
You can't attend the play on Suki's route.
Can't attend at all or can't attend with her? (The latter was intended, the former would be a bug.)

surreal_chameleon

Re: Wolf Hall - Beta Testing Thread

#42 by surreal_chameleon - Jan 19 2020

You can't attend at all. The decision menu simply doesn't show up.

Arent

Re: Wolf Hall - Beta Testing Thread

#43 by Arent - Jan 19 2020

hanako:

On a completely different topic, I don't suppose there's any plan to for "voted most likely to + probable future career" in the yearbook like there was in Horse Hall?
Not at the moment. I felt like they didn't really add that much meaning and distinction to the yearbook pages and that the new information says more about your individual playthrough (personality type, clubs, exams, etc). If I come up with some fun ideas later, though, something might get added.
In my humble opinion: Keep it simple. You have already lots of little details & secret routes.

I also have some suggestions that would be very funny & great to add to the game, however, I didn't post them. Simply because they are not necessary & it's more important to finish the game & start earning money. One can always do another sequel.

Runespoor

Re: Wolf Hall - Beta Testing Thread

#44 by Runespoor - Jan 19 2020

Got a small bug on a reload: I saved and reloaded at the start of the Clubs Meeting (when the CG appears). Upon reloading, the CG was half-hidden under the text banner at the bottom of the screen. (If that's a known problem, orz.)

manfromba

Re: Wolf Hall - Beta Testing Thread

#45 by manfromba - Jan 19 2020

How does a player unlock Suki's route?

Arent

Re: Wolf Hall - Beta Testing Thread

#46 by Arent - Jan 19 2020

manfromba:

How does a player unlock Suki's route?

hanako:

Suki's route is... kinda weird. (So is Suki!) To get to it: Try to join the Dragon Club. Do NOT run for President at all, since if you run you won't see Suki run. Take a lot of green magic in October until you trigger a conversation with her talking about dragons. Get detention during the December exam (easiest way is to let the cat kill you). This should trigger a conversation with Suki after that detention. After that conversation you can choose her at Christmas.

Runespoor

Re: Wolf Hall - Beta Testing Thread

#47 by Runespoor - Jan 19 2020

Minor error:

William route (not revealing the truth on Valentine's, then agreeing to go to the May Day ball with him), last teatime with Grabiner, after PC thinks "There are things on my mind, but nothing that Grabiner can help me with", Grabiner says "Very well." twice.

question: that same playthrough doesn't have any relationship on the yearbook. Would something like "William (Dance)" be appropriate? It feels strange to be so tangled up with William, to salvage something (even if not the relationship PC wanted), and not have it acknowledged.

Other stuff (mostly minor things that bug me a bit):

It still bugs me that the "boost strength" (without going to the gym) solution to the first exam doesn't allow you to heal yourself (else you run out of HP), but you can escape and Potsdam doesn't even heal you afterward or comment on risks or anything, whereas if you wait even one turn more downstairs you end up with negative health and an irate Grabiner.

During the lesson to learn the Fracture Spell, Potsdam talks about using Red Magic, and PC tries to; given the following text, I assume nothing is ever supposed to happen. This PC only having 2 in Red Magic, though, I'm more surprised PC tried at all.

During PC's first lunchtime convo with Ellen, you can pick "basketball" as the sport you prefer. Does it have any influence on the text in the Sports Club event where William plays basketball?

A few more reactions about William's and Angela's routes:

Damien: *asking whether PC is interested in William's heart or his pants*
wait, you mean that's not the same thing for William?
...no, Damien's interested in what kind of interest PC has in William, is it? what's the "danger" there.

(non route specific: the Nature club is lovely and Manuel is darling.)

The lack of sympathy from William to Donald having spent his entire childhood thinking V got special treatment for non-legit reasons is blistering. Understandable given the circumstances, but would it kill him to say "you really thought that? that's horrible." or "sorry i never made sure you knew"

The Valentine confrontation scene if you don't reveal your identity and struck a deal with Damien is hilaaaaaarious. By which I refer to both Damien and Angela popping out of the woodwork, all casual-like. "WILLIAM DRAMA YOU SAY YES PLZ" XD

William: "[Professor Potsdam] doesn't always have people's best interests in mind." okay, aside from the fact that I am *thunderous applause gif* at that, I love that William's been pushed far enough that he finds himself pushed out of his usual position about Potsdam. This is as straightforwardly critical about her as we've ever seen him. It really sells the idea that he's very uncomfortable rn.

Angela is a delight. And more sympathetic than I expected her to be, which is no bad thing, either!
PC: "I'm not sure what's going on"
me: "what's going on is that not one of William's exes is as over him as they'd want to be and you have the dubious honor to be on that romance path"
Also, poor Angela?
Angela: "you need to stand out, freshman"
PC: *is working pretty hard not to stand out*
I guess parts of Angela's Audition and Angela's Advocacy go a bit goes slightly differently if PC is president?
The gym scene is, again: *chef's kiss*.
Am I rooting for an Angela main route, should you ever make a Butterfly or Falcon game? Very much yes. Am I still sitting here shipping the everloving game out of Angela/Gary Stu? Also very definitively yes.

"I hardly need Jacob Blaising to teach me how to dance."
PC sounds so delightfully haughty there, i love him.

Runespoor

Re: Wolf Hall - Beta Testing Thread

#48 by Runespoor - Jan 21 2020

Found a typo on March 18 Damien route: "you were relocated to the school gynasium".

Personality epithets in the diary; I suppose it's already been documented, but just in case, if you manage to acquire all four personality epithets by the end of the 1st week the sentence related to that disappears from the diary, right. On September 7 I was "scheming, flirty and laid-back," and when I picked "it means you can have more fun", I lost all my epithets according to the diary.

However, on September 8, correctly recalling Ellen's name made the "I never forget a cute girl" flirty flagged text appear (the diary still doesn't show the sentence with personality epithets.), and I also get the "it sounds like a good idea to me" scheming flagged comment that same day.
And on September 9, I get the "it's a game, right?" sporty flagged comment.
And on September 10, I get the laid-back flagged comment when talking to Angela.

The sentence about the way PC is perceived doesn't appear until I lean enough in one direction for it to become my only epithet, at which point the sentence reappears. (September 23: "Secret Advantage" makes me scheming, while "Sharing Secrets" leaves me blank on the diary/with all four types.)

josephine17

Re: Wolf Hall - Beta Testing Thread

#49 by josephine17 - Jan 24 2020

On Damien's route, when I go to look for him when he comes back, after I choose "You could quit the game", if I then choose "Give Up", it sends me to wait for the bus and then takes me back to the main menu, like the game is over.

josephine17

Re: Wolf Hall - Beta Testing Thread

#50 by josephine17 - Jan 24 2020

Also, in the yearbook at the end of Barbara's route, it says "Barbara + %firstname" (or something like that), rather than the character's actual name.

Spiky Caterpillar

0.9.1 changelog

#51 by Spiky Caterpillar - Jan 28 2020

0.9.1 should now be available on Itch.

Changes between 0.8.20 and 0.9.1:

* Bug where the game will return to the title screen after a late conversation with Damien fixed. (Specifically, when you choose 'Give Up' after trying to convince him to quit the game)

* Trophy unlocks now actually saved in your persistent file. The trophies aren't all in the game, but the ones that are will now be stored.
* May Day Ball and Why Are You Even Here? trophies now unlock.
* Wrong Way traps now work.
* Enchant Object now allows you to decide how much magic you're going to put into the target object.
* Enchant Object no longer wears off when the enchanted object has a metabolism (this would occur if you cast a spell that gave the object a status effect that wears off over time, like Diamond).
* Blast scuffing no longer wears off when the scuffed object has a metabolism.
* Blasting yourself no longer gives you the "Scuffed" status. (Of course now I wonder if it SHOULD.)
* Title screen no longer says the game is incomplete.
* Regenerate now shows you the amount healed.
* Now give the correct message when a player heals and already has full HP.
* Fixed a grammatical inconsistency examining the Ghost Wolf in exam 5.
* Fixed a save warning on saves made with the spell targeting screen up.
* Suki's sprite padded so she doesn't jump around when she changes poses.
* The PC's name should show up in Barbara's yearbook signature.
* 'Gynasium' typo fixed.
* No longer get a duplicate 'Very well' in the last Grabiner scene on some paths.
* Grammar fixes for Blasting and Sickening yourself.

There are also a bunch of changes under the hood that shouldn't be
player-visible yet:

* Started a backend for a CG gallery.
* Steam achievement support.
* Steam cloud save support.
* Dungeon debugging improvements.

Spiky Caterpillar

0.9.2 changelog

#52 by Spiky Caterpillar - Jan 29 2020

Player-visible changes:
* Fixed a crash unlocking the finale trophy.
* Wards should now block monster attacks as well as monster movement.
* A crash in Wrong Way traps has been fixed.
* Fixed yet another way to get the dungeon help stuck onscreen by bringing it up on the way out of the dungeon. (It had been allowing it when there was a dialog box that would fall off the bottom of the screen on the next line showing.)
* Corrected pronouns for Donald and Luke in the final exam. (Some strings would fill in 'itself' where they should have read 'himself').
* Fixed a save warning related to Wrong Way traps.
* The trophy-unlocked dialog only shows the first time each trophy's been unlocked.

Behind the scenes:
* Some code cleanup.
* Fixed some bugs in the CG gallery.

Gamer

Re: Wolf Hall - Beta Testing Thread

#53 by Gamer - Jan 29 2020

I know this will involve more work and rewrites but what are the chances of making the protagonist roommates with Donald and Luke instead (so he can get the full boarding school experience). I can totally see a path where Donald and the player becomes partners-in-mischief if you do not want to add a romantic route for Donald. I'd also still like the option to get as many detentions as possible without getting expelled. I want to be able to push Grabby's buttons as much as possible.

Spiky Caterpillar

Re: Wolf Hall - Beta Testing Thread

#54 by Spiky Caterpillar - Jan 30 2020

what are the chances of making the protagonist roommates with Donald and Luke instead
Not Happening - we have plot reasons to give the PC a room of his own in this game.

Now, it WOULD be a good AU fanfic if you (or anyone else) wants to write it...

Also, in general we're WAY past the time when we'd do major changes!

Gamer

Re: Wolf Hall - Beta Testing Thread

#55 by Gamer - Jan 31 2020

I’m bummed about the roommate thing, but I understand!

On another note, is there a certain route I’m supposed to take in order to uncover more info about Taranis?

Spiky Caterpillar

Re: Wolf Hall - Beta Testing Thread

#56 by Spiky Caterpillar - Feb 4 2020

You'll get slightly more hints about him if you've joined the Midnight Poets, but he's very much a bit player.

hanako

Re: Wolf Hall - Beta Testing Thread

#57 by hanako - Feb 5 2020

Taranis is here mostly as a hook for future games. WolfPC knows more about him than he's saying, but this is not his game so we don't want to spoil it for any future story with a Taranis route, which is why it's not spelled out.

There SHOULD be a William (friend) option in the yearbook but I'll have to run some checks and see what was supposed to be where.

(Hi, I've been away for a while.)

Emma E.

Re: Wolf Hall - Beta Testing Thread

#58 by Emma E. - Feb 12 2020

Lodate 2-11-2020
I have yet to understand the significance of the deer

hanako

Re: Wolf Hall - Beta Testing Thread

#59 by hanako - Feb 12 2020

The one in the practice dungeon?

The deer eats plants.

Emma E.

Re: Wolf Hall - Beta Testing Thread

#60 by Emma E. - Feb 12 2020

yes but why is it there eating plants? is there a hidden dialogue about this when someone asks if the deer is supposed to be in the practice dungeon or if it just wandered in? or is it just there to eat plants?

hanako

Re: Wolf Hall - Beta Testing Thread

#61 by hanako - Feb 13 2020

Demo updated, though that's irrelevant to almost everyone reading this. Smile

Just bringing in the new character creation screen and any other changes made to the first week while removing the Kickstarter links.

hanako

Re: Wolf Hall - Beta Testing Thread

#62 by hanako - Feb 17 2020

Long boring list of fixes as we come around to 1.0:

Changes since 0.9.2:

[ 0.9.2 - builds, live on Itch 2020 Tammikuu ]
* Fixed save warning saving Wrong Way traps.
* Started adding FluidSeeps.
* Atmosphere mixing code redesigned.
* Support for rendering atmospheres.
* Liquids (or, technically, heavy atmospheres) now fall down holes.
* Debug messages trimmed.
* Chibi CG thumbs tweaked.
{ 0.9.2.1 - backup pseudover. }
* Debug messages trimmed.
[ 0.9.3 - patch. ]
* Gallery button now auto-unlocks if you've got the finale trophy.
* Damien CGs should unlock (non-Steam variant.)
* Deciding whether or not to go to the play on the 21st if we don't
have a date now works.
+ Thin dark skin fixes for yearbook.
* Yearbook upload screen at the end adjusted.
* Now track no-spells outcomes for exam2, exam4, exam5, and exam6.
* No-spells is not counted as a success for the yearbook exam-success
percentage.
* Saves made on 0.9.3 or earlier will deduct one success from the percentage
if we succeeded on the first seven exams but received the no spells warning.
[ 0.9.4 - patch. ]
+ Linebreak in Minnie's signature on the yearbook for the "I'm sorry we
didn't get to know each other better." version.
* trophy_unlock() and trophy_is_unlocked() will now crash if called without
a valid trophy name.
* Trophies list should now use the correct trophy names when checking if
they're unlocked.
* Sentzukabe now in the correct credits section.
* New bit for not defeating the Big Jelly in the final.
* Bringing in full trophy set.
* Trophy unlock for vines.
* Function for unlocking multiple trophies at once.
* Unlock trophies when we beat exam2 without magic.
* Gas on/off trophies unlocked for beating exam2 normally.
* Exam3 pops magic circle and hole trophies.
* Exam4 pops nomagic trophy if beaten without magic.
* Page buttons added to cheeves gallery.
* Holiday concert chibi centered in gallery pane instead of being fullscreen.
* May Queen chibi CG centered in gallery pane.
* Exam5 no magic and lightning dodged trophies pop.
* Exam6 nomagic trophy added.
* Exam7 sleeping moths trophy added.
[ 0.9.5 - patch. ]
* Credits sequence updated.
* Trophies renamed to be slightly more consistent.
* Trophy unlock notification improved.
* Max merits trophy now unlocks when you get to 50, instead of only unlocking
if you get more merits when you're already at 50.
* Removed the unused x-position field from the trophy notification.
[ 0.9.6 - patch. ]
* Player custom CG saving framework.
* All kiss CGs should now be saved and accessible in the gallery.
* Store yearbook data on graduation.
* Generic array saver cleaned up.
* Save full yearbook data in log.
[ 0.9.7 - patch. ]
+ Fiddling with demo generator config file.
+ demo vendor.rpy updated to specify vendor as 'Demo' rather than 'KS Demo'
* Crash saving yearbook data fixed.
[ 0.9.7.1 - patch. ]
+ More inclusions/exclusions added to the demo generator.
+ Demobuilder now allows exclude-optional rules, which exclude files but
aren't errors if they aren't matched.
+ Demobuilder now reports number of errors when exiting due to errors.
* Demo upsell reworked.
+ lintfilter now supports WolfHallDemo too.
{ 0.9.7.2 - backup pseudover }
* Party styles moved into main dungeon file so game init won't crash in the
demo.
* Images for new Luke poses included in demo.
* Include rainbow and skunk hair in demo.
* Don't display the gallery button if we're in the demo, regardless of cheeves.
* Version string now notes when you're in the demo.
{ Experimental demo 0.9 }
* Dialog box falls out on the "I don't have one." line meeting William.
* Dialog box falls out when Minnie knocks on your door on the first Saturday.
* William sprite aligned better in demo.
{ Experimental demo 0.9.1 }
* Dialog box falls out when you go back to your room to rest on the first day,
and after the confetti test talking to Luke & Donald.
* Moved some dungeon screens up before the demo cutoff point, so we can
get arrowboxes and dungeon help without crashing.
{ Experimental demo 0.9.2 }
+ Demo includes purple-hair graphics.
* Credits button on demo upsell (should go to credits on black w/o music)
{ Experimental demo build 0.9.3/windows }
* Should now end after the credits when playing the demo.
* Title screen button back on end-of-demo screen.
{ Experimental demo 0.9.4 }
* Yearbook should now use the demo license key with uploads.
* Minnie's talker sprite moved over a little.
{ Experimental demo build 0.9.5 }
+ Minnie's talker also moved over on the demo.
{ Experimental demo build 0.9.6 }
* Now check to see if the game's a demo in a way independent of the vendor
flag, so demos with Steam integration will still show up as demos.
+ Steam integration: Display Steam store page button.
{ Demo builds 0.9.7 }
* Use is_demo() function to check to see if we should go to the upsell.
{ Demo builds 0.9.8 }
+ Shrunk the project webpage button on Steam, since the field was overflowing.
{ Steam build 4671483 }
+ Include octopus wand in demo.
+ Temporarily unset LD_PRELOAD before opening a web browser under Steam, so
web links shouldn't open an (unusable because it's competing with the
Steam client for each character of input) Lynx session.
+ Exclude some more full-only files from demo: dungeon/{16,64}/ward.png,
formal robe long hair, formal robe shoulder overlay, expelled trophy.
+ Demo should now have 'Demo' in the window title on Steam.
+ .swp file exclusion no longer an error if there are no swap files.
{ 0.9.9 - demo builds, Steam build ID 4673328 }
+ Steam integration code now unsets LD_PRELOAD and LD_LIBRARY_PATH properly
instead of just faffing with them.
{ Steam demo build 4683420 }
* Change pose to match talker when Grabiner expels you after breaking the
portal and giving up in exam5
* Dialog box falls out when Grabiner expels you for too many demerits when
giving up on exam3 or later; when Grabiner expels you for too many demerits
after the Nain Rouge was defeated; when Grabiner expels you for being
defeated by a Purple Glow.
* Change pose to match talker when Grabiner expels you after being killed by
lightning in exam5; when Grabiner expels you after being killed *while*
walking through the portal in exam5; when Grabiner expels you after
damaging the group of Nains Rouges.
[ 0.9.10 - patch. ]
* Damien badend trophy set to expelled.
[ 0.9.10.1 - patch. ]
* Crash uploading yearbook pages when you have negative merits fixed.
* Text added to cheeve list. There are hooks for truncating individual overlog
cheeve names; I could also make it shrink the font for longer cheeves.
[ 0.9.11 - patch ]
* Use 'body' variable instead of the constant string 'body' when displaying
large Minnie and William kiss CGs.
* Now use correct skintone for player CGs in the gallery.
* Shortnames for long trophies.
* Disambiguation tag so translated trophy names can be shortened even if
the original was full-length.
[ 0.9.12 - patch. ]
* If exam6 (frog dungeon) was generated without room for the waypoint, skip
pathfinding to the waypoint. This also skips the moderation graffito.
[ 0.9.13 - patch. ]
* Help button removed from diary screen.
* Girl kiss CGs optimized, now load ~3.5x faster.
[ 0.9.14 - patch. ]
* Hooks for Steam Cloud gallery/yearbook saving.
[ 0.9.14.1 - patch. ]
+ Steam Cloud gallery saving backend in.
{ Steam build }
+ More debugging in Steam Cloud code.
+ Actually put the Steam Cloud gallery backend in Wolf Hall instead of Black
Closet.
* Return saved utf8 arrays as a block of bytes instead of a list.
* Run insert_gallery later, so it'll hopefully detect Steam cheeves and so
insert the gallery button properly.
[ 0.9.15 - builds ]
+ Fixed typo in Steam integration for CGs.
{ Steam build 4681659 }
[ 0.9.15 - builds ]
* Uploading yearbook pages successfully should now go to yearbook-done.
(Errors should go back to the yearbook page just in case they're correctable
network errors or something)
* A bunch of faffing about trying to reduce render time for boykiss CGs. Then
I benchmarked and determined that actually it's girlkiss CGs being slow.
* Now store thumbnails of girlkiss gallery images in the savedir.
[ 0.9.16 - patch. ]
* Debug messages trimmed.
* Decrufting.
* Damien and William kiss CG thumbs now cached.
* Dungeon tileset selector menu now only shows up if the player isn't in
graystone/.
* Pedestal correctly spelled when it crumbles into ash.
* Fire damage now reported with "The Lava burns the whatever."
* Hooks for Steam transmission of CG unlocks added.
+ CG-unlock stats created in Steam config.
+ Added CG unlocks to Steam side. (Accidentally added to demo rather than
to full)
[ 1.0 - patch. ]
* Calls to cg_unlock() added.
[ 1.0 (again) - patch, builds. Live on Itch 2020 February 17.
Steam build 4683155]
+ CG stats added to the full version of Wolf Hall.
+ Steam integration should now do load-time stat sync without crashing.
{ Steam build 4683190 }
+ Steam integration should now do load-time stat sync without crashing when
the player's userid doesn't have any attached stats in the persistent.
{ Steam build 4683200 }
+ Steam chibi CG unlock check should work correctly.
{ Steam build 4683213 }
+ Steam bigCG unlock check should work correctly with Barbara and Tetronarch
CGs.
{ Steam build 4683223 }


As we're about to launch, I'm closing up this thread. You can now make separate threads for individual questions/issues instead of having to lump it all in one place.
Hanako forum archive - Topic list