Difference between revisions of "Starward Rogue:Early Alpha Release Notes"
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* Mysterious circuits now actually say what they do if you know what they do. | * Mysterious circuits now actually say what they do if you know what they do. | ||
** Note: some mysterious circuits are already known from the start of a given run. | ** Note: some mysterious circuits are already known from the start of a given run. | ||
+ | |||
+ | * Improved the display of mysterious circuits so that you can tell what they are if you don't know what one is (aka, you can tell they are "potions"). | ||
+ | |||
+ | * Fixed a bug that was always marking circuits as known to you if you picked them up. | ||
+ | |||
+ | * When you use a consumable item, it now writes what it did into the message log. | ||
[[Starward_Rogue:Main|Starward Rogue Main Page]] | [[Starward_Rogue:Main|Starward Rogue Main Page]] | ||
[[Category:Starward Rogue]] | [[Category:Starward Rogue]] |
Revision as of 21:30, 19 November 2015
Version 0.136
(This isn't done yet, we're still working on it.)
- Inversion of a bool accidentally broke the test chamber and starting new runs in existing saves. Facepalm. Fixed.
- Battleswarm boss temporarily disabled due to high degrees of insanity.
- Test work is being done on interior backgrounds under the rooms. Temp graphics for now, but testing approaches.
- Special door graphics are now included for boss doors, doors to evil chambers, and doors to reward chambers and shops. Definitely makes it a lot easier to know where to go without immediately needing to look to your map!
- The changelog link in the game now actually points to the release notes page (which also now exists).
- All of the enemies that are those that sit still until you approach them now also wake on being shot, since the alternative was not just confusing -- it was actually annoying even if you knew what was happening.
- Secret rooms were not actually secret before, and were not showing the doors that you bust open, etc. Now they are!
- The secret rooms now actually have good stuff in it rather than test stuff.
- All new graphics for the mysterious circuits.
- Mysterious circuits now actually say what they do if you know what they do.
- Note: some mysterious circuits are already known from the start of a given run.
- Improved the display of mysterious circuits so that you can tell what they are if you don't know what one is (aka, you can tell they are "potions").
- Fixed a bug that was always marking circuits as known to you if you picked them up.
- When you use a consumable item, it now writes what it did into the message log.