Difference between revisions of "Starward Rogue:Post-1.0 Release Notes"

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* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).
 
* Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).
 
** Thanks to Apathetic for the report and save.
 
** Thanks to Apathetic for the report and save.
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* Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.
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** Thanks to Misery for reporting.
  
 
== Version 1.003 ==
 
== Version 1.003 ==

Revision as of 21:44, 23 January 2016

Version 1.004

(This isn't done yet, we're still working on it.)

  • The minimap on the escape menu now has mouseover tooltips on the individual rooms.
    • The tooltip also lists any items on the ground in that room, if you've been there before.
  • Fixed a bug where a familiar that was supposed to only be for that room would respawn if you spawned it, left before it died, and deployed another familiar.
    • Thanks to Cinth for reporting.
  • Put in further logic to prevent shopkeepers from being aggroed (or damaged) from sleep by anything other than a player-directed shot.
    • Thanks to Cinth for reporting.
  • Fixed a bug where chests and other animated "special objects" spawned after room completion were not having their animators set up and thus were invisible (until opened, in the chest case).
    • Thanks to Apathetic for reporting.
  • Enemy Spawners now explode when the room is cleared.
    • Thanks to ptarth for inspiring this change.
  • The width of columns on the Statistics screen has been broadened to accommodate some of the item names being longer than they were when that screen was set up.
    • This also prevents the close button from overlapping the next page button.
    • Thanks to robdon for reporting.
  • Added a "Fire Main Gun" key bind, replacing the hardcoded "hold down left mouse to fire main gun" logic.
    • Thanks to Cyborg for suggesting.
  • Fixed a bug where the 5-familiar achievement was counting some familiars twice (or after they died).
    • Thanks to Apathetic for the report and save.
  • Fixed a bug where occasionally a direct-fire shot would be fired as if it were "leading" the target.
    • Thanks to Misery for reporting.

Version 1.003

(Released January 22nd, 2016)

  • Fixed a rather serious bug in the last version that was causing the player to not be able to move upon entering rooms. Err... yeah, not sure how that slipped past us. Real sorry about that. We are very tired and clearly should not be making major changes right now. Thanks for understanding!
    • Thanks to Isaac, Cyprene, waylon531, Apathetic, and tupelocase for reporting.
  • The banshee now is more aggressive with its counterattacks again. Not so much as pre-1.0, but still a lot more than in 1.0.

Version 1.002

(Released January 22nd, 2016)

  • Fixed a bug where you could fire your weapons during just-entered-room invincibility.
    • Thanks to Moonshine Fox and others for reporting.
  • The text list of powerups at the bottom right of the escape menu is now a row/grid of icons with mouseovers for the names/descriptions.
    • Thanks to Apathetic and donblas for inspiring this change.
  • A new music track has been composed for the game! FTB 629

Version 1.001

(Released January 22nd, 2016)

  • The game will no longer seed secret rooms "from" shop, item, miniboss, secret, starting, or condemned rooms to avoid doors that look like they go to nowhere, or cannot be revealed.
  • Fixed a longstanding bug where secret rooms were requiring a 2x2 free space on the grid instead of 1x1.
  • Extended the destroy-enemy-shots-on-room-clear logic to continue clearing enemy shots from the room afterward instead of just once, as there are a few things that can continue to emit shots.
    • Thanks to Cinth for reporting.
  • Updated the changelog to point to this new page.
  • Fixed up a mouse input issue that was a recent consequence of a perhaps-foolish major fix to some really unusual gamepads last night, which then broke mouse support for some folks with trackpads. The new system should work for everyone, as it is more unified and gets rid of some of the legacy input code that has been weighing down the button clicking for some time now.
    • Basically unity has an "input" way of handling clicks and such, and a "gui" way of doing it. We used to do a hybrid of both. Now it's all the "input" type, which is better for a lot of reasons.
    • Thanks to nas1m for reporting.

Previous Release Notes

Starward Rogue:Early Alpha Release Notes

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Starward Rogue Main Page