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

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* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.
 
* The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.
 
** Thanks to Apathetic for suggesting.
 
** Thanks to Apathetic for suggesting.
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 +
* Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.
  
 
== Version 1.004 ==
 
== Version 1.004 ==

Revision as of 14:49, 25 January 2016

Version 1.005

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

  • Now when you use the in-game delete function on a file slot, it actually replaces that file with a very small file (just containing the text "deleted") which the game treats as an empty slot.
    • This way, steam cloud will not "helpfully" immediately repopulate the save file.
    • Thanks to ProfessorPaul1290 for reporting.
  • Now if you get a corrupt save message you have the option (again, removed late in alpha) to keep or delete.
    • If you delete, it actually copies it to a backup location and overwrites the slot with a small file that the game will treat as empty but the steam cloud will not automatically copy back over.
  • The perk screen now continues showing the previous HUD (for stat info).
    • Thanks to robdon for suggesting.
  • The knockback_resistance stat now also applies to weapon kickback.
  • The RedShift mech now has full immunity to both kickback and knockback.
    • Thanks to Apathetic for inspiring this change.
  • set disappears_if_room_left to true on the antigravitate blockage shards
    • Thanks to Apathetic for inspiring this change.
  • The boss "Backfire" is now active!
    • This has been completely redone from the ground up from what it used to be in the alpha. Be ready to deal with it's minions!
  • The Warden no longer falls asleep during phase 4 of it's attack
  • Fixed a bug where the recently added "missiles destroy shootables without them morphing into their more-damaged states" logic was causing the pathfinding-block on shootable-A and shootable-B objects to not be cleared when they died (because it was only being cleared when the C stage died, and that was being skipped).
  • Fixed a bug where OnRoomSwitch effects could fire when switching from an old run to a new run.
  • Fixed a bug where OnRoomSwitch effects that reduced hull health on the player would not actually do any damage due to the "invincible until leaves the doorway" logic.
  • The Medical Emergency pickup now only does its damage when you enter a room for the first time, not every time you switch rooms.
    • Thanks to The Hunter for inspiring this change.
  • The Impatience level-up perk now won't show up on the perk menu if you are already on the last floor of the run.
    • Thanks to Apathetic for suggesting.
  • The minimap icon for major item rooms and health storage rooms now disappears if you've entered the room and there are no pickups on the floor.
    • Thanks to Apathetic for suggesting.
  • Fixed a bug with QuadEE/ZMC_GlassPipes. It was possible to get a Pearl trapped inside of Glass Unbreakable blocks, which made it not shoot or be killable, making the room unexitable.

Version 1.004

(Released January 23rd, 2016)

  • The minimap on the escape menu now has mouseover tooltips on the individual rooms.
    • The tooltip also lists any items on the ground in that room, if you've been there before.
  • Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.
    • Thanks to Cinth for reporting.
  • Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.
    • Thanks to Cinth for reporting.
  • Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).
    • Thanks to Apathetic for reporting.
  • Enemy Spawners now explode when the room is cleared.
    • Thanks to ptarth for inspiring this change.
  • The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.
    • This also prevents the close button from overlapping the next page button.
    • Thanks to robdon for reporting.
  • Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.
    • Thanks to Cyborg for suggesting.
  • Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).
    • Thanks to Apathetic for the report and save.
  • Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.
    • Thanks to Misery for reporting.
  • Fixed a bug where the logic for resetting your position after dying in the tutorial was not reopening the doors, and thus causing you to be stuck there on the threshold of the door, if you entered through one.
    • Thanks to Arnos for reporting.
  • The game is now set to internally use the en-US format, so that hopefully those using other languages on the linux platform won't have to use the workaround of launching the game with the LC_ALL=C %command% or LANG=en_US %command launch option on.
    • Thanks to lessster for reporting.
  • Now the boss intro only has the boss go halfway across the screen, and then scale up to dominate the screen before fading out.
    • Thanks to Omgaar for inspiring this change.
  • The default Steam controller recommendation should is now 'Gamepad' instead of "Gamepad with high precision camera/aiming"
    • Thanks to death2cupbots for reporting.

Version 1.003

(Released January 22nd, 2016)

  • Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!
    • Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.
  • The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.

Version 1.002

(Released January 22nd, 2016)

  • Fixed a bug where you could fire your weapons during just-entered-room invincibility.
    • Thanks to Moonshine Fox and others for reporting.
  • The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.
    • Thanks to Apathetic and donblas for inspiring this change.
  • A new music track has been composed for the game! FTB 629

Version 1.001

(Released January 22nd, 2016)

  • 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.
    • Thanks to nas1m for reporting.

Previous Release Notes

Starward Rogue:Early Alpha Release Notes

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Starward Rogue Main Page