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. | ||
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== Previous Release Notes == | == Previous Release Notes == | ||
[[AVWW - Pre-Beta Release Notes]] | [[AVWW - Pre-Beta Release Notes]] |
Revision as of 12:04, 27 September 2011
Beta 0.502
(Note: this prerelease is not available yet, we're still working on it)
- Fixed a null-exception that could occur when dropping items (sometimes the drop would be caused inadvertently, and then hit this bug).
- Thanks to kerzain for the report.
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.