Difference between revisions of "Valley 1:Beta Series 1 Release Notes"
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* Fixed a bug where the "previous structure type" and "next structure type" buttons on the settlement-management interface were shifting around based on which structure type was currently selected. | * Fixed a bug where the "previous structure type" and "next structure type" buttons on the settlement-management interface were shifting around based on which structure type was currently selected. | ||
** Thanks to Toll for the report. | ** Thanks to Toll for the report. | ||
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+ | * Fixed bug where the Explorer trait was having no effect on scouting radius. | ||
+ | ** Thanks to shinseitom for the report. | ||
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+ | * Added "Aim Keyboard-Triggered Abilities In Movement Direction" toggle to Game tab of Settings window. | ||
+ | ** When this toggle is enabled (by default it is not), and the "Aim Keyboard-Triggered Abilities At Mouse Cursor" toggle is disabled, and the keyboard reticle is disabled or inactive, then all your keyboard-triggered abilities will be aimed in the direction indicated by your movement keys. If you're not holding any direction keys down the default direction is straight ahead according to your facing. | ||
+ | ** If you're not clear on what this does, just give it a shot. | ||
+ | ** Thanks to Cyborg for the suggestion. | ||
* Fixed several collision bugs relating to fire touch in particular, but really improving the collision of any spells that explode or pierce when touching other stuff. | * Fixed several collision bugs relating to fire touch in particular, but really improving the collision of any spells that explode or pierce when touching other stuff. | ||
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** These have a huge amount of health, however, so with fire touch it would take like 30+ hits to kill an equal-level monster nest. Not done with this change yet, more coming below before tonight's release! | ** These have a huge amount of health, however, so with fire touch it would take like 30+ hits to kill an equal-level monster nest. Not done with this change yet, more coming below before tonight's release! | ||
** Thanks to a huge, huge number of players for suggesting that monster spawners being kill-able would be more fun. | ** Thanks to a huge, huge number of players for suggesting that monster spawners being kill-able would be more fun. | ||
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* The "Just entered chunk invincibility" effect is now less subtle and more interestingly colored. This makes it more obvious where your character is when you start, and more obvious when you do and do not have the invincibility happening to you. | * The "Just entered chunk invincibility" effect is now less subtle and more interestingly colored. This makes it more obvious where your character is when you start, and more obvious when you do and do not have the invincibility happening to you. |
Revision as of 18:43, 27 September 2011
Beta 0.502
(Note: this prerelease is not available yet, we're still working on it)
- Fixed bug where guardian stones were... well, apparently eating food, sometimes. We're going to just try to forget about this one.
- Fixed bug where an npc dying would not actually remove them from the settlement list properly and they'd keep eating food and keep their previous residence and work assignments. Nevermind sick days, apparently you can't even call in dead on Environ.
- This should also work retroactively with old worlds.
- Thanks to arcee and others for reporting this.
- Fixed bug where dead NPCs would keep showing back up in the strategy/settlement-management layers after save/load.
- This should also work retroactively with old worlds, so if your agricultural economy is largely based on ghost labor you'll have some adjusting to do.
- Thanks to whoever reported this, we can't find it in mantis so it was probably during the earlier part of the alpha.
- 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.
- Fixed alignment of the you-cannot-scout-that-region notice on the strategy map to not go off the top of the screen.
- Thanks to Admiral for the report.
- Fixed a crash bug when clicking Buy License in the demo.
- Thanks to Bossman for reporting.
- Now when you unlock a new tech it is announced in the chat log with the name of the recipe, the name of the profession (workbench), and the ingredients in the recipe.
- Thanks to Admiral for inspiring this.
- Fixed an exception that could occur when walking across multiple hostile world map tiles.
- Thanks to Kemeno for reporting.
- Fixed a couple of issues with the key binding screen:
- Some general stickiness that was not intended with it staying in selection mode for a key even after you chose the key.
- The mouse button binding was just blinking past your selection and not actually keeping it.
- Thanks to kingisaaclinksr for reporting.
- Put in some safety garbage-collection calls for just before the save-world-metadata, save-all-region-metadata, save-specific-region-interior-metadata, and save-chunk operations, if the managed heap is over certain thresholds at the time. Hopefully this will prevent out-of-memory crashes due to the garbage collector being depressed and deciding that it'd be better to just let it happen.
- Thanks to c4sc4 for the report and save.
- Fixed a super rare crash bug that could occur when loading a chunk from disk.
- Thanks to mithrandi for reporting.
- Changed a bunch of resource and resource-gathering-related tooltips to hopefully clarify how to use the deposits visible on the world map.
- Fixed a bug where the "previous structure type" and "next structure type" buttons on the settlement-management interface were shifting around based on which structure type was currently selected.
- Thanks to Toll for the report.
- Fixed bug where the Explorer trait was having no effect on scouting radius.
- Thanks to shinseitom for the report.
- Added "Aim Keyboard-Triggered Abilities In Movement Direction" toggle to Game tab of Settings window.
- When this toggle is enabled (by default it is not), and the "Aim Keyboard-Triggered Abilities At Mouse Cursor" toggle is disabled, and the keyboard reticle is disabled or inactive, then all your keyboard-triggered abilities will be aimed in the direction indicated by your movement keys. If you're not holding any direction keys down the default direction is straight ahead according to your facing.
- If you're not clear on what this does, just give it a shot.
- Thanks to Cyborg for the suggestion.
- Fixed several collision bugs relating to fire touch in particular, but really improving the collision of any spells that explode or pierce when touching other stuff.
- It's possible that this might also have fixed that unintended splash damage thing with the amoeba shots, but I've not tested that. Feedback on that would be great!
- Thanks to Lars Bull for reporting.
- Made it so that monster spawners can now be attacked by spells that hurt the background tiles, such as fire touch, energy pulse, ice cross, etc.
- These have a huge amount of health, however, so with fire touch it would take like 30+ hits to kill an equal-level monster nest. Not done with this change yet, more coming below before tonight's release!
- Thanks to a huge, huge number of players for suggesting that monster spawners being kill-able would be more fun.
- The "Just entered chunk invincibility" effect is now less subtle and more interestingly colored. This makes it more obvious where your character is when you start, and more obvious when you do and do not have the invincibility happening to you.
- The flame that shows after your character has died is no longer able to recieve the just-entered-chunk invincibility.
- After leaving a chunk in the game, the chunk gets removed from memory after about ten seconds. This is not new -- it's when you see all the monsters that have spawned get reset, and so on. Now the following also happens:
- All bosses, vengeful ghosts, and monster spawners get returned to full health.
- This is to prevent various ways of "cheesing" high level bosses by throwing characters into the meat grinder, using warp scrolls cheaply, or otherwise. It also makes each boss fight something you have to win in a single stretch, rather than something you can whittle down over many return visits, which we prefer.
- Thanks to Toll for reporting a specific exploit that hurried us to change this.
- Any missing monsters nests that were previously destroyed are loaded back in. This is to prevent the game from getting boringly empty if you revisit areas you have already been, but while you are in an area you can still clear out the monster nests thanks to the recent changes.
- As an added twist, the locations of these nests will be completely randomly added back in. They m ight cluster with other nests, or go to completely new locations, or be kind of where they were before. This makes for a much interesting return visit if you have some reason to make a return visit (such as a boss you failed to defeat, etc).
- Thanks to several players for suggesting this.
- All bosses, vengeful ghosts, and monster spawners get returned to full health.
- When you enter a chunk, you no longer get any invincibility added to yourself if you were in that chunk within the last ten seconds. This prevents abuse of running into and out of chunks to regain invincibility and attack bosses from that cover, for instance. And given that within that 10 second window most likely nothing should have moved within the room you left (multiplayer aside), the invincibility really isn't needed, anyway.
- Assuming that you do make a mistake and exit a fight with a boss, you can either go back in inside the 10 second limit and pick up right whre you left off; or you can wait at least 10 second, heal up and do anything else you want to do, and then restart the boss fight with full invincibility.
- Thanks again to Toll for the exploit that also required this change.
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.