Tidalis:0.900 Beta Release
Contents
New & Updated Levels
- Adventure levels 77-86 have been added.
- Basic tutorials 2 and 5 have been tweaked.
- Cutscenes 35, 37, 39, 42, and 46 have been added, and 36 and 39 have been updated.
New & Updated Art/Music/Sound
- Segments 10-14 of the adventure map have now been visually polished, which completes the visual polish of the adventure map.
- The Forest, Forest Night, and River themes have been visually polished and animated to a great degree.
- "Static background" versions of all the themes have been added (see below, in Misc).
- The Snowy Lowlands, Windy Mountaintop, Temple, and Rainy Mud Flat themes have been visually updated.
- There is a new, static intro loading screen, which lets the game load faster before it gets to the fully-animated title menu.
- A different random character is now shown on each time the game is loaded, and the static intro image cross-fades into the animated title menu when the loading is completed.
- The "Place Color Block" item images have been updated to be colorblind-friendly.
- Both Pit Monsters and Eaters are now fully animated as they eat blocks.
- Both Sick Blocks and Cured Blocks are now animated when they are triggered. Sick Blocks are also now animated in general.
- The keyboard cursor is now animated so that it is easier to see.
Gameplay Additions
- Added a new Speed-Up game style.
- In this advanced mode, the speed at which blocks fall gradually increases as you play, making an eventual loss inevitable unless you manage to fulfill other victory conditions (or run out the timer) first. The higher the action difficulty, the faster the speed increases.
- Added a new VS - Freeform player rules set.
- Play against the AI, or another player. There are no particular rules, it's just the last player standing. You can use game styles and other Custom Game options to really custom-tailor the type of game you want.
- Added a new VS - Endurance player rules set.
- Play against the AI, or another player. Automatically applies both the Speed-Up game style and and Endless time limit in addition to whatever other settings you select. The game gets increasingly fast until someone loses.
- Added a new Co-Op - Block Vaporizer player rules set.
- In this co-op mode, every time a player completes a chain it vaporizes the most-dangerous block of the same color on their partner's well. One block is vaporized per every 3 blocks cleared.
- Added a new Co-Op - Sun Or Moon player rules set.
- Sun and moon blocks can only be cleared in alternating order: sun-moon-sun or moon-sun-moon.
- In this co-op mode, one player gets occasional moon blocks, while the other gets occasional sun blocks. Every time a player clears a chain, they one sun or moon item per 3 blocks in the chain (the item matches the blocks in their well).
- To win, each player must use these items on the well of their partner in order to enable their partner to complete these sorts of chains.
Gameplay Updates
- Cured blocks no longer turn back into Sick blocks when their score multiplier is triggered. This was too difficult in practice.
- Using the Fast-forward or Ultra-fast-forward buttons/hotkeys now causes a block to immediately fall, so these can be tapped to quickly drop just a single column of blocks.
- There is now a yellow highlight that fades in to each column of blocks right before the column gets a block (or blocks) dropped into it. This lets players easily keep tabs, especially in Solitaire mode, on where blocks will next be dropping in.
- Added bi-directional versions of the place-color-block items.
- Clearing an Ice block next to a Cured block will now turn it into a Sick block (uses the same range as the direction-lock effect).
- Sick Blocks no longer cause a row of blocks to fall in Zen, Light-Up, or Puzzle modes.
- The VS AI is now allowed to play in Zen, Solitaire, and Speed-Up modes in addition to the prior Frenzy and Normal modes.
New Level Editor Features
- When hitting Save and Test on the Theme Editor, it now hides the entire GUI until any button or mouse click is registered.
- The Level Editor now has a "Skip Objectives From Game Styles" option in the Edit Level Details window.
- If enabled, the enabling of game styles won't cause any literal objectives (win or loss ones) to be added to your level. Normally this option does not need to be enabled, but in specific circumstances with game styles such as Solitaire, it can prove quite helpful.
- The Move Limit slider in the Edit Level Details window has been moved onto the same line with the Distinct Colors slider in order to save space.
- Added Cure Count and Unchar Count objectives.
- There are now FlipX and FlipY commands that can be used in the sprite keyframing scripting.
Misc
- Added mouseover highlight to adventure map nodes.
- Added "Use Static Backgrounds" option for those with lower-end hardware and those who just like backgrounds that don't move.
- Normally when there is an unhandled exception, Unity 3D applications just get all weird and buggy-looking. Now Tidalis internally catches these exceptions in a better way, logs them to a permanent UnhandledExceptions.txt error file, pops open a message to show the player, and closes itself. This prevents a lot of confusion -- as well as potential data corruption -- in the fairly rare event that an unhandled exception is encountered.
- Combined Stats and High Scores windows, added tabs for Adventure Stats, Today's Stats, and Session Stats.
- Added 30 new achievements.
- X Combos of >= (or > ) Y Depth objectives now count the current combo as soon as it reaches the >=|> Y mark, rather than waiting for it to completely clear.
- Quick and Custom games now properly show a general description of what type of play is occurring where the name of the levels is usually shown in adventure mode levels.
- Made AI take better advantage of Frenzy mode.
- Keyboard cursor movement now wraps around when moved off the board (previously would just not move), and if an item is loaded into the keyboard cursor and trying to move off the board left or right, it will automatically switch boards (previously you had to use the tab key to switch).
Bugfixes
- Fixed bug preventing scrolling in the adventure editor.
- Fixed bug that made adventure map scrolling happen at the edge of the screen rather than the edge of the letterboxed area, which is a very different thing on large resolutions.
- Fixed bug with boards with editor-defined special block frequencies, where it was possible for a special type with zero frequency to be placed in the initial population.
- Fixed a couple of bugs with pit monsters that was causing them to jump upwards too fast when eating blocks, and which also was causing them not to play their eating sound effect.
- Fixed bug where very large scoring chains would actually reduce the total score.
- Previously the statistics sets had entries for highest-scoring-chain, highest-scoring-combo, and most-blocks-per-combo, but these were not actually being properly tracked. Fixed.
- Previously, the board objectives were not showing up correctly in multi-board play. Fixed.
- Fixed bug where AI would overuse fast forward.
- Fixed a bug where the block counts in chains were being over-reported for purposes of fanfares, stream credits, and similar.
- Previously loading a saved level with the eater defense game style would add another copy of the default objective to the loss conditions; fixed to only add the default objective if it is missing.