Tidalis:0.415 Beta Release

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New & Updated Levels

New & Updated Art/Music/Sound

Gameplay Additions

Gameplay Updates

  • Previously, only blocks cleared via a chain would cause tiles to light up in Line Clear or Light-Up modes. Now any block that dies will do so when possible.
  • Previously, the rules about when blocks would "hard fall" were a bit odd for cases outside of blocks cleared via a chain. Now it works consistently for all blocks that die, regardless of how they die.

New Level Editor Features

  • Added "Special Block Group Clear Count" objective type for Color Reactive, Color Blocking, etc. This allows you to say "clear 10 color reactive" blocks without caring about the actual sub-type of the blocks being cleared.
  • Added "X Blocks of Special Group Y Remaining" objective.

Misc

  • The game is now significantly faster to load at initial startup (almost 2X as fast).
  • Added a new Sparkle weather pattern.

Bugfixes

  • Auto-loss detection no longer fires if the board has special win objectives (still runs in case of special loss objectives).
  • Tooltip positions have been adjusted so that they are no longer in the way of that which you are hovering over, and so that they don't interfere with your ability to click on the thing that you're hovering over.
    • Thanks to Ixiohm for reporting.
  • Previously, there were a lot of problems with block-adjacency-detection based on blocks that were moving. This has been fixed so that a completely different physics model is now used for that, which avoids these issues and also allows for things like clearing a fire block that is actively falling and having it char stuff that is near it (even if that other stuff is also falling), all of which was previously not possible.
  • In the last version, there were some bugs with hard-falling and wall blocks. Fixed.
  • In the last version, if a block was killed while it was still forming, that could cause it to look like the graphics were hanging on that block while it finished silently forming before running the dying animation. Fixed so that now it immediately goes into the dying animation.
  • In the last two versions, blocks that float (ice, tinder, bubble, etc) were able to fall below the level of the bottom of the well when there was zero water level. Fixed.
  • Fixed bug where adventure saves were not immediately updated on disk when a new scene has been viewed.
  • Fixed bug in cutscene index where it was displaying the wrong number of buttons in some cases.
  • Fixed bug where cutscenes were often skipping the first segment.

Internal Programming Notes

  • AdjacentTilesAll and AdjacentTilesLimited have been removed from GameBoardTile, as tile adjacency lists simply were not an accurate enough way to handle things anymore.
    • Now use FillWorkingBlocksWithLimitedAdjacentNonChainNonDying or FillWorkingBlocksWithAllAdjacentNonChainNonDying on Block instead, which is based on position instead of tile claiming.

Tidalis