Difference between revisions of "Valley 1:Post-Launch Series 3 Release Notes"

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* Fixed a bug with the citybuilding-difficulty-based scaling of the danger/difficulty of dispatch missions: those values were supposed to be _multiplied_ by 2 on Empire difficulty.  Instead, Empire was _setting_ them to 2.  Thus making them trivially easy for anyone, basically.
 
* Fixed a bug with the citybuilding-difficulty-based scaling of the danger/difficulty of dispatch missions: those values were supposed to be _multiplied_ by 2 on Empire difficulty.  Instead, Empire was _setting_ them to 2.  Thus making them trivially easy for anyone, basically.
 +
** Thanks to Ulrox for the report.
 +
 +
* Fixed a bug in computing dispatch mission survival chance where the mood points where an intermediate result of mood/danger was being squared.  This was fine for positive mood values as the idea was that if the ratio was 9:10 the actual result would be 0.9*0.9 = 0.81.  The problem is that -0.9*-0.9 = +0.81, too (math class strike back!).  Now it won't go below zero before that, so squaring is fine.
 
** Thanks to Ulrox for the report.
 
** Thanks to Ulrox for the report.
  
 
== Previous Release Notes ==
 
== Previous Release Notes ==
 
[[AVWW - Post-Launch Series 2 Release Notes]]
 
[[AVWW - Post-Launch Series 2 Release Notes]]

Revision as of 15:36, 17 July 2012

Beta 1.201

(not released yet; we're still working on it!)

  • Fixed an outdoor boss room that was too long, and was throwing errors.
    • Thanks to vadatajs and GauHelldragon for reporting this.
  • Five new really cool, really different staircases added.
    • Thanks to vadatajs for these.
  • Mossy Barrel death shrapnel strength-per-shrapnel from 8 => 2.
    • Thanks to Moonshine Fox for showing us what a raging fox looks like after receiving 600+ damage from a barrel it could not see.
  • Player Mossy Barrel strength-per-shrapnel from 8 => 4.
  • Small typos fixed in two of the mystery clues.
    • Thanks to jruderman and lavacamorada for reporting.
  • Small typos fixed in pop-up messages.
    • Thanks to blahness for reporting these.
  • There's now a "Build Farms" item on the things-you-should-do list if the continent's food production is less than the settlement's food usage.
    • Thanks to Ipkins for the suggestion.
  • Extended the apply-conditions-to-target logic to affect all parts of a multipart target entity.
    • This logic is used for stuff like the bear trap slowing effect, spells with debuffs-applied-to-target, etc.
    • So this fixes problems like urban mechs not being slowed down by bear traps because the "leg" part did the hitting (the body actually does the movement, in code terms).
    • Thanks to Pyrrhic for reporting the bear trap vs multipart-entity problem.
  • Bear Traps now cause affected targets to instantly stop rather than just killing their acceleration.
    • Thanks to Pyrrhic for the suggestion.
  • Command Flare spellgems can no longer be incinerated (they were free at certain missions, making it kind of silly that they could be burned for shards).
    • Thanks to jruderman for the report.
  • Fixed a longstanding bug where building a new windshelter was not always recomputing all the distance-into-windstorm variables, causing it not to update properly.
    • Thanks to jruderman for the report.
  • Fixed a bug where the clinging fetor projectile's strength was not being set when cast, and thus the damage calculation was following another code path and generally doing around 1 damage.
    • Thanks to Misery for the report.
  • Added in 84 more room maps.
    • Thanks to Benmiff (again) for these!
  • Fixed a bug with the citybuilding-difficulty-based scaling of the danger/difficulty of dispatch missions: those values were supposed to be _multiplied_ by 2 on Empire difficulty. Instead, Empire was _setting_ them to 2. Thus making them trivially easy for anyone, basically.
    • Thanks to Ulrox for the report.
  • Fixed a bug in computing dispatch mission survival chance where the mood points where an intermediate result of mood/danger was being squared. This was fine for positive mood values as the idea was that if the ratio was 9:10 the actual result would be 0.9*0.9 = 0.81. The problem is that -0.9*-0.9 = +0.81, too (math class strike back!). Now it won't go below zero before that, so squaring is fine.
    • Thanks to Ulrox for the report.

Previous Release Notes

AVWW - Post-Launch Series 2 Release Notes