Difference between revisions of "Valley 1:Post-Launch Series 3 Release Notes"
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* Small typos fixed in two of the mystery clues. | * Small typos fixed in two of the mystery clues. | ||
− | ** Thanks to jruderman and lavacamorada for reporting. | + | ** Thanks to jruderman, doubtful and lavacamorada for reporting. |
* Small typos fixed in pop-up messages. | * Small typos fixed in pop-up messages. |
Revision as of 06:46, 18 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, doubtful 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.
- Fixed a bug where loot-goals lists were keeping entries from older worlds that were no longer valid (for example, a color-seeker enchant, which are no longer in the game), causing fatal errors if the player opened the escape menu (and thus the loot-goals display).
- Thanks to Leafy Greens for the report and save.
- Will-o-wisp gravity now only affects you if it has "full" line-of-sight on you, meaning a straight-line (of tiles, not a literal line) has to exist from its center of mass to your top-center-point, bottom-center-point, left-center-point, and right-center-point.
- Thanks to AlexxKay for reporting and providing a screenshot of getting stuck against a wall due to a wisp getting line-of-sight on the character's pinky toe.