Archive for October, 2007

Road to version 1.02 — need testers

Tuesday, October 23rd, 2007

It’s been a long time since this page was updated. Der Langrisser still isn’t 100% complete to our liking, and there a few things left to fix.

Moon Knight has been replaying the game to report all kinds of dialogue oddities which beta testers missed — some of them rather glaring like Erwin saying Böser’s lines. When he finishes playing the game and I run back through the scripts, we’d like to do a final release of the game.

byuu has said he will take a look at the last remaining programming problems during his November vacation. There was an incorrect portrait reported (does anyone remember where?) that we need to fix, and yes, the other problem is Elementals.

Elementals, as you may know, are a type of units which can be recruited by Jormungand, Stone Golem and Living Armor commander units … at least according to the class change box. Unfortunately, the programmers never added elementals to the game. There are 64 hireable classes in the game. Each class, we assume, is flipped on or off with a flag. Elementals is nowhere in this list — however Demons are. Demons are never hireable by any commander the player can control.

We have checked.

Thoroughly.

The solution would be to hack the hireable units table to replace Demons with Elementals, then have those three classes throw the former Demon flag.

Much much easier said than done, so if you want to help us out, please do. It will make byuu’s work in November a lot easier if we can at least locate some of this data or how it is stored.

Failing this, the plan is to hack those class window to drop Elementals from display, since they can never be hired anyway.

We will need some testers willing to give one last run through the script to test every last bit of dialogue to make sure it sounds correct and fits the character saying it, and that it matches the context in which it appears. Keep in mind, multiple things can trigger the same text.

To this end, I’ve put together a ZSNES CHT file which effectively gives Der Langrisser a “debug” mode to match Langrisser II’s. Move any unit, move any commander an infinite number of times per turn, cast magic with anyone, attack any tile, move to any tile and so on. It should enable testers to uncover every last bit of dialogue in the game, and quickly test every secret tile and all death lines, since you can control enemies, NPCs and heroes to kill your own characters.

If you are interested in helping in this last test, send an e-mail to langrisser (at) cinnamonpirate (dot) com. Testers from the first round would be welcome back — especially the five who reported anything.

Ideally, we would start soon and go through mid-December.

We would like each tester to play through all 78 scenarios of Der Langrisser. Please write in if you are up for more pain. Yes, this beta process will be much simplified. No more web distribution — that sure failed. With the game already released and the hype over, we are far less paranoid of leakage.

Debug photos after the jump.

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