Tidalis:0.850 Beta Release
Revision as of 09:28, 9 June 2010 by Dominus Arbitrationis (talk | contribs) (→New & Updated Levels)
Contents
New & Updated Levels
- Adventure levels 73-76 have been added to the game.
New & Updated Art/Music/Sound
Gameplay Additions
Gameplay Updates
New Level Editor Features
- The old Board Name field has been split into new Display Name and File Name fields.
- The Display Name is what is shown in the application (and can contain special characters, as well as being localizable), and the File Name is what is stored on disk.
- The old trick of putting underscore (_) at the start of a filename to make it invisible in the levels listing is still alive and well, but now those levels don't appear with an underscore when players actually play those levels via the adventure mode.
- There is now a new Authored By field that allows people to "sign" levels with their name or nickname. When a level has an author filled in, that author is shown directly underneath the name of the level whenever anyone plays that level.
Misc
- Delete saved-adventure function changed from control-left-click to an actual button on the continue adventure interface; to use click the delete button and then click the adventure you want to delete (it will prompt for confirmation).
- Polished Stats window display.
- Polished Credits display a bit (just removing excess scrolling room at the bottom, really).
- Added Achievements tab to the Stats Window; it displays all achievements in the game (only 6 implemented as of this change-log entry), and time of completion (if any).
- Added support for the IsPlushyPile attribute to the Cutscene SpriteDisplay element.
- Split stats window Stats tab into two tabs: Summary Stats and Detailed Stats.
- Split High Scores screen into an All-Time tab and a Daily tab.
Bugfixes
- Fixed bug in previous version preventing special blocks from being seeded in the initial block population of a level where the block frequencies were set in the editor.
- Previously the GameLevelSets were all being individually reset whenever the parent list of level sets was reloaded. This was causing some minor inefficiency now, but would have caused linear slowing as more levels and more level sets were added (custom or otherwise). Fixed so that the levels sets don't affect each other, it just matters how many levels are in an individual set.