I have posted the beta1 version of v0.6.10 in the usual download location now:
http://code.google.com/p/andors-trail/downloads/list
This version contains:
- Conversation corrections (see below)
- Quest adjustments to "Lost sheep" that was unresolvable in some situations before.
- Major refactoring of how much memory the games uses (it now uses a lot less memory than before). This will allow devices with a lower max heap size, such as HTC Hero, to run the game without having force-close.
- Option "optimized drawing" (default disabled), that solves a lot of display problems related to regeneration, in particular on Samsung Galaxy S2 devices. In versions prior to this version, "optimized drawing" was always enabled. If you never experienced any display problems before, you might want to enable this setting.
- Display active conditions on the monster info dialog.
- Bugfix: Monster conditions now only affect the monster that gets the condition (and not all monsters of the same type).
- Bugfix: Active conditions on monsters are now persisted if you save&load a game (they were lost before).
- Updated link to forums in "about" ( http://andorstrail.com/ ).
Special thanks go out to Nero and qasur that have verified the two major refactorings that this version includes!
Also a big thanks to all of you that have reported the issues that you have found on the previous alpha versions!
One step closer to release
castellan wrote:When you put the mode to show a quick notification of what has dropped. If 1 item dropped it, says "1 items" when it should say "1 item"

Fixed.
Sarumar wrote:#2 Flows through the veins, conversation problem. If i give gold to Buceth. Conversation continued :
- first ..you seem to realize... thats ok
- and next ..... You again..... thats wrong
Fixed.
Sarumar wrote:#3 After completed Cheap cuts. Lost sheep stays in quest list. Status in progress. Earlier I say to Tinlyn somethink like " i only kill"
You naughty person, killing innocent sheep with critical damage weapons.

Tinlyn might be back for you in the future...
I was able to reproduce this by doing the following steps. Is this what you also did?
1) Talk to Tinlyn but do not accept quest (only get one line in the quest log on "Lost sheep")
2) Talk to Benbyr. Accept "Cheap cuts" quest
3) Complete "Cheap cuts" quest
4) Lost sheep is still in quest log and unresolvable. Only shows first line of log ("On the road to Feygard, I met ...")
This should now be fixed. You can talk to Tinlyn again to fix your questlog, and the quest should be marked as completed. Thanks for reporting it!
Pyrizzle wrote:When starting The quest from Jan to kill Irogotu he asks "Really? You think you could help? hm, maybe you could. Beware of those bugs though, they're really tuff basterds. if you really want to help, go find Irogotu down in the cave, and get me back Gandir's ring"
My 3 options:
-Sure
-Backround
-Bye
This is a remnant of the old conversation interface. For those of you that didn't get the chance to enjoy it, it didn't have the radio buttons for selecting replies, but instead only three large regular buttons on the bottom. This really limited the amount of text that we could put into replies, hence the short phrases you see there.
Anyway, I have now changed the replies to "Sure, I'll help.", "Can you tell me the story again?" and "Never mind, goodbye.". Thanks for reporting it!
Samuel wrote:
Code: Select all
{tinlyn_story_1|Hello there. You wounldn\'t happen to want to help an old shepherd do you?|||{{What\'s the problem?|tinlyn_story_2||||}}|};
should be "wouldn\'t"
Fixed.
tek wrote:Found another typo. This one however is an old one see as its in Villgard. A lot of the villagers say "seeyou".
Fixed.
Green wrote:The guards and patrol captain in the foaming flask tavern still have a conversation option asking if they have seen Rincel even after I have completed the Rincel quest.
Shouldn't be a conversation option after the quest is completed.
Hm, this is a bit tricky. We currently do not support this with the current conversation interface code. Replies can change visiblity according to a certain quest stage, and only one. Once you reach a certain queststage, you will have the option of selecting such a reply. But we cannot remove quest stages, and we cannot have queststages that reduce the visibility of the replies.
Tricky. It would require quite a large change for such a minor effect. For now, let's keep it this way. Maybe we will re-do the conversation code some time in the future.
tek wrote:When I sell 20 Izthel claws to Gauward, it says I gained 2 items, but doesn't tell me what they are.
As you already figured out, Gauward gives two health potions. His dialogue is now modified to indicate this: "Oh wow, you managed to get twenty of those claws? That's excellent, thank you! Here's some gold and some extra health potions for your troubles."
Thanks again for all the feedback on the alpha & beta versions!