Difference between revisions of "Tidalis:1.003 Beta Release"
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* In recent versions there was a bug when editing a level with defined item frequencies and no actual item-frequency entries that would corrupt a level's .dat file such that any action causing it to be loaded (and there are a lot of such cases) caused the game to crash. Fixed to no longer corrupt the files, and also fixed the loading routine to not crash if it encounters the incomplete data lines caused by the original bug. | * In recent versions there was a bug when editing a level with defined item frequencies and no actual item-frequency entries that would corrupt a level's .dat file such that any action causing it to be loaded (and there are a lot of such cases) caused the game to crash. Fixed to no longer corrupt the files, and also fixed the loading routine to not crash if it encounters the incomplete data lines caused by the original bug. | ||
+ | ** Thanks to triggerman602 for reporting. | ||
* Fixed bug where loss score objectives were applying handicaps the same way as win score objectives, leading to some unspeakably cruel results. Will be investigating to make sure other objective types are properly applying handicaps. | * Fixed bug where loss score objectives were applying handicaps the same way as win score objectives, leading to some unspeakably cruel results. Will be investigating to make sure other objective types are properly applying handicaps. |
Revision as of 12:57, 4 August 2010
Contents
Notes From The Producer: July ??, 2010
--Christopher M. Park
New & Updated Levels
New & Updated Art/Music/Sound
Gameplay Additions
- A new player rule set has been added: VS - Race
- Play against the AI, or another player. The first player to reach a set score (based on the action difficulty) is the winner. The score targets are:
- Difficulty 0: 10,000
- Difficulty 1: 20,000
- Difficulty 2: 40,000
- Difficulty 3: 60,000
- Difficulty 4: 80,000
- Difficulty 5: 100,000
- Difficulty 6: 150,000
- Difficulty 7: 250,000
- Difficulty 8: 500,000
- Difficulty 9: 1,000,000
- Difficulty 10: 4,000,000
- Thanks to Joshua Yu for suggesting.
- Play against the AI, or another player. The first player to reach a set score (based on the action difficulty) is the winner. The score targets are:
- A new special block has been added: Boarded Up
- Boarded up blocks are normal color blocks, and can even be rotated as normal. However, when they are cleared they do not actually disappear, instead just losing the boards covering them.
Gameplay Updates
New Level Editor Features
- Added tooltips to special block and embedded item dropdowns in the level editor palette.
Misc
Bugfixes
- Fixed bug where score objectives would be displayed without handicap on the preview-tooltip and with handicap in the actual level.
- In recent versions there was a bug when editing a level with defined item frequencies and no actual item-frequency entries that would corrupt a level's .dat file such that any action causing it to be loaded (and there are a lot of such cases) caused the game to crash. Fixed to no longer corrupt the files, and also fixed the loading routine to not crash if it encounters the incomplete data lines caused by the original bug.
- Thanks to triggerman602 for reporting.
- Fixed bug where loss score objectives were applying handicaps the same way as win score objectives, leading to some unspeakably cruel results. Will be investigating to make sure other objective types are properly applying handicaps.
- Fixed a minor visual bug with direction-locked blocks that were part of chains.