Difference between revisions of "Starward Rogue:Post-1.0 Release Notes"

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* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.
 
* Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.
 
** Thanks to Cinth for reporting.
 
** Thanks to Cinth for reporting.
 +
 +
* Updated the changelog to point to this new page.
 +
 +
* Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads.  The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.
 +
** Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it.  We used to do a hybrid of both.  Now it's all the "input" type, which is better for a lot of reasons.
  
 
== Previous Release Notes ==
 
== Previous Release Notes ==

Revision as of 21:47, 22 January 2016

Version 1.001

(This isn't done yet, we're still working on it.)

  • The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.
  • Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.
  • Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.
    • Thanks to Cinth for reporting.
  • Updated the changelog to point to this new page.
  • Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.
    • Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.

Previous Release Notes

Starward Rogue:Early Alpha Release Notes

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Starward Rogue Main Page