Difference between revisions of "Valley 1:Beta Series 1 Release Notes"
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* Crafting: if your inventory already contains some of the item that would result from the currently selected recipe, the number you're holding (broken out into 3 numbers: how many of the same tier, how many of a lower tier, and how many of a higher tier; unless it's an item with no tier in which case it just shows one number) is displayed to the right of the big result card. | * Crafting: if your inventory already contains some of the item that would result from the currently selected recipe, the number you're holding (broken out into 3 numbers: how many of the same tier, how many of a lower tier, and how many of a higher tier; unless it's an item with no tier in which case it just shows one number) is displayed to the right of the big result card. | ||
** Thanks to Admiral and others for reminding us of the need to know if they're about to duplicate a spellgem, etc. | ** Thanks to Admiral and others for reminding us of the need to know if they're about to duplicate a spellgem, etc. | ||
+ | |||
+ | * Fixed bug where guardian stones were... well, apparently eating food, sometimes. We're going to just try to forget about this one. | ||
+ | |||
+ | * Fixed bug where an npc dying would not actually remove them from the settlement list properly and they'd keep eating food and keep their previous residence and work assignments. Nevermind sick days, apparently you can't even call in dead on Environ. | ||
+ | ** This should also work retroactively with old worlds. | ||
+ | ** Thanks to arcee and others for reporting this. | ||
+ | |||
+ | * Fixed bug where dead NPCs would keep showing back up in the strategy/settlement-management layers after save/load. | ||
+ | ** This should also work retroactively with old worlds, so if your agricultural economy is largely based on ghost labor you'll have some adjusting to do. | ||
+ | ** Thanks to whoever reported this, we can't find it in mantis so it was probably during the earlier part of the alpha. | ||
== Previous Release Notes == | == Previous Release Notes == | ||
[[AVWW - Pre-Beta Release Notes]] | [[AVWW - Pre-Beta Release Notes]] |
Revision as of 11:50, 27 September 2011
Beta 0.502
(Note: this prerelease is not available yet, we're still working on it)
Beta 0.501
(Released September 26th, 2011)
- Disabled memory archives since both the interface and the underlying story system need significant redesign.
- Memory crystals are still being seeded in Rare Commodity Towers, but have a note about not being useful in their tooltip.
- Fixed a typo in the gem vein descriptions.
- Strategy Layer: The rescue-stranded-NPC action now requires that the settlement to which they would be moved have at least a net food production of 40, to help prevent players from getting into food consumption holes that can take many turns to get back out of.
- As a result, the rescue-stranded-NPC action is now available at level 6 instead of level 4, because before level 4 there's no way to actually manage a settlement's food production (food consumption doesn't actually happen before level 6, but you'd still be in a tricky situation if you'd invited tons of npcs already).
- Thanks to Toll and others for reporting the food-consumption vicious cycles that were happening.
- Fixed a bug where the rescuable-NPC icon was being drawn on regions and in region tooltips/detail-windows before it was possible to actually execute a rescue order.
- Fixed a bug where the rescuable-NPC icon would draw on the region but not the details.
- Thanks to GrimerX for the report.
- Crafting: if your inventory already contains some of the item that would result from the currently selected recipe, the number you're holding (broken out into 3 numbers: how many of the same tier, how many of a lower tier, and how many of a higher tier; unless it's an item with no tier in which case it just shows one number) is displayed to the right of the big result card.
- Thanks to Admiral and others for reminding us of the need to know if they're about to duplicate a spellgem, etc.
- Fixed bug where guardian stones were... well, apparently eating food, sometimes. We're going to just try to forget about this one.
- Fixed bug where an npc dying would not actually remove them from the settlement list properly and they'd keep eating food and keep their previous residence and work assignments. Nevermind sick days, apparently you can't even call in dead on Environ.
- This should also work retroactively with old worlds.
- Thanks to arcee and others for reporting this.
- Fixed bug where dead NPCs would keep showing back up in the strategy/settlement-management layers after save/load.
- This should also work retroactively with old worlds, so if your agricultural economy is largely based on ghost labor you'll have some adjusting to do.
- Thanks to whoever reported this, we can't find it in mantis so it was probably during the earlier part of the alpha.