I really don’t know what would be causing the double Ballistae on every map with them. They’re called to coordinates by TrapData and every instance of them only has one Ballista coded to show up at that location. For example, Chapter 7’s TrapData:
TrapData:
BLST [7,6] Ballista
ENDTRAP
Regarding other feedback/bugs, I am not sure what would single out Wotan in 24x as being unable to tick down status timers. While we did add a couple status-dealing weapons, I don’t see why it would only affect him. Did you notice this happen to anyone else?
We’ll switch Ch25 to a Defeat Boss. I believe that was an intention of this newer patch but it could’ve gotten overlooked. I’ve also updated his AI to the proper one that doesn’t show movement.
I’ve fixed the Ch24 issue with Nyria’s Wings. The use of Active Character in the cutscene was not intentional and was missed in testing, likely because everyone was killing Grigori on player phase.
Chapter 6’s music is caused by the use of a SUDDENMUS command that has no description in my event assembler language document. Since I never play with music off, I would never have realized it counts as a sound effect call. I’ll switch it back to a standard MUSC command. As for the lack of bonus conversation, I don’t understand what’s happening there either. The check for Melanie being the active character is shaped exactly the same as the bonus conversation in Chapter 4 with Angus, and that one works perfectly fine.
Chapter 4:
AxeVillage:
SVAL 0x9 0x7
CHECK_ACTIVE
BEQ 0x0 0xC 0x9
VillageEventItem(C4VillageGeneric,Village,SteelAxe)
LABEL 0x0
VillageEventItem(C4VillageAngus,Village,SteelAxe)
ALIGN 4
Chapter 6
DefVillage:
SVAL r9 0x22
CHECK_ACTIVE
BEQ 0x0 rC r9
VillageEventItem(C6VillageGeneric,Village,Dracoshield)
LABEL 0x0
VillageEventItem(C6VillageMelanie,Village,Dracoshield)
ALIGN 4
I can’t imagine the use of r9 instead of 0x9 is going to affect it.