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Thursday, September 15, 2016

Major Update 0.14.260 - September 16th 2016

- Add bosses to dungeons, denoted by new texturing, glow and magical aura
- Give boss monsters unique (and sometimes comical) names which show up while fighting them
- Create new procedural magic system
- Give dungeon bosses ability to craft and use magic system
- Add permadeath corpse system
- Create internal script compiler
- Breakout oversized modules into scripts
- Make monsters feel fear when they're getting beaten and sometimes opt to RUN AWAY!
- Link new magic system to dimension stones
- Tweak poison trap damage levels after magic update
- Tweak ice trap damage levels after magic update
- Make poison projectile spells show correct hit effects
- Don't allow player to pick up boss spells if gem bag full
- Tweak manipulate self effect levels after magic update
- Tweak effect levels of unknown potions after magic update
- Correct megachest icon colour in minimap
- Pre-populated spell discs in shops need to have correct names
- Allow dungeons to correctly identify if they have been cleared by the player
- Prevent the creation of corrupt armour items
- Correct dimension stone UI glitch when rendering populated spell discs
- Always allow usable spell gems to be selectable in spell crafting screen
- Keep display of loading screens consistent between loads
- Fix glitch where projectile spells would not hit adjacent enemies
- Prevent re-loads from causing permadeath corpses to disappear
- Scan pre-populated spell names for missing descriptors
- Ensure all projectile spell effects are correctly textured
- Prevent gem bag from being inserted into dimension stones
- Ensure correct casting of ALL effects in a multi-effect spell disc
- Ensure correct replacement and repositioning of boss monster during dungeon truncation
- Ensure correct dungeon tileset retention when using town portals
- Make all players start with the components to build a basic healing spell, regardless of chosen class direction
- Overhaul menu system UI
- New steam achievements for updated magic system
- New steam achievements for hitting level goals
- New steam achievements for hitting permadeath level goals
- Fix gem bag scrolling issue when selecting last gem in bag
- Update loading screens
- Reset quest list when starting a new game without quitting
- Allow all unused gems in gem bag to be selectable at all times
- Prevent skeleton traps from spawning too close to stairs in dungeon generation algorithm
- Fixed fatal crash on dungeon truncation surrounding boss monsters
- Fixed manasteal enchantment
- Prevented thieves den from selling redundant spells with multiple trap effects
- Prevent spell gems from having negative number of uses left
- Prevent bug where unidentified potions would have zero value when sold in shops
- Fixed orientation glitch upon using town portals
- Fixed fire trap damage levels after magic update
- Correct monster identification process during countryside spellcasting
- Balanced spell effects to the best of my ability
- Fix the fatal "black screen bug" when descending floors in certain dungeons
- Fix various unwanted font scale changes
- Change temple and guild opening hours to be 24/7
- Proliferate "uses left" information on spell gems to more menus, including bank
- Correct vertical flip of town compass
- Update\neaten console help screen and output data for testers
- Ensure visual effects correctly show for every type of spell in both shaded and shaderless render modes
- Allow bosses to drop the spells they've crafted as loot
- Update procedural generation algorithm to make towns generate more quests on average
- Fix "reveal all" function in cartographers
- Correct zero index spellcasting issue caused by inventory sort
- Realign monster targeting math in countryside with regards to projectile spells
- Fix bug where quest kiosks would generate multiple quests for the same location
- Fix issue where Thieves Den would sell invalid spells
- Fix issue where spellbook would hold incorrect or invalid data for pre-loaded spells
- Fix fatal crash with trap disarm practice in Thieves Den
- Re-write blast algorithm to fill rooms
- Fix blast algorithm to prevent lockups when hitting adjacent enemies
- Ensure player trap spells "fire" correctly when a monster walks over them
- Fix "Blatherbeard's Bug"
- Re-fix secondary and tertiary spell effect misfires
- Fix various gem bag data inconsistancies using the Tim Tool
- Fix fatal crash when opening spellbook
- Ensure position index reset when moving phases in spell craft screen
- Investigate accuracy of flare locations for player-targeted magic in countryside
- Ensure overall position index reset when opening spell craft screen on a fresh disc
- Fix multi-click gem bag scroll issue
- Fix multi-click spell book scroll issue
- Allow spell effects to break destructible items
- Fix incorrect texturing of armour racks in mines
- Normalize volume of music in crypts
- Clear player traps and monster perma-effects upon successful sleep
- Link mystery potions to new magic system
- Link fountains to new magic system
- Link current weapon/armour enchantments to new magic system ready for new enchantment system
- Fix overpowered poison effects
- Fix issue where clicking on a corpse occupying a trap square will lead to the corpse being accidentally deleted
- Don't allow drinking of unidentified potions in town. Nobody likes an exploding citizen.
- Fix Thieves Den spell purchase to take banking system into account
- Ensure removal of relevant gems from gem bag when selling a populated spell disc
- Add scroll arrows to gem bag screen
- Remove debug data from gem bag screen
- Ensure visual effect plays when casting "reveal" effects
- Make numpad linked to spell selector as well as numerical buttons
- Fix broken poison gas traps
- Add auto name generation button to spell crafting screen
- Fix issue of occasionally untextured boss monsters
- Fix issue of incorrectly rendered permadeath corpses
- Extend view distance clipping plane in towns for low detail mode
- Fix economics issue where player can buy pre-made spells for less than their sell value
- Fix issue causing extremely frail bosses
- Fix strange blue glow on armour racks in low detail mode at low alpha levels
- Make boss monsters shoot magic in the right direction and not out their butts (yes, that's a thing that happened)
- Fix ambient music playthrough during player opt-to-continue
- Fix trajectory calculation of boss monster magic
- Fix strange glow occurring on weapon and armour racks after being looted
- Prevent Thieves Den from offering duplicate spells for sale
- Fully expand boss monster spell options
- Fix armour rack load order
- Fix offline mode with Steam linking
- Fix issue causing level-ups to cause freezing
- Fix "haunted floating object" issue in crypts
- Repeat effect counters can be iffy? Fix them
- Low detail mode now uses alpha settings correctly
- Fix issue with clicking menus in temples
- Proliferate gem quality descriptors throughout all menus
- Don't allow re-cast of perma-effect if already affected
- Fix blast effect timings
- Move blast effect to A* fill method for maximum carnage and room clearing abilities
- Assess stability issues in precompiler system
- Fix issue where mages guild buy items screen information is corrupt
- Fix incorrect texture of town portal object in crypts using shaderless mode
- Increase rate at which bosses decide to use magic
- Fix issue with critical damage calculation to make critical hits more devastating
- Ignore door clicks if there's a monster standing in the door
- Remove all fountains from crypts
- Increase modding abilities for engine
- Prevent frozen enemies from getting knocked backwards on a critical hit
- Ensure correct function of all spells in countryside as well as dungeon (except trap reveal/disarm. there are no traps in the countryside)
- Fix blast effect lockup issue in countryside
- Re-link book reader back to base code
- Add in recipe books from player submissions
- Allow shift-hover in megachests to show uses left data of gems
- Lightning effects not hurting lizardmen?
- Show map update banner when using gazetteers
- Create damage baseline for procedural calculation of spell effect damage
- Fix issue causing multiple spell-flares around monsters/player upon spell casting
- Attempt full script precompiler
- Add legend to map screens for easier navigation
- Balance trap effect values
- Fix missing first character in text blocks after precompile
- Fix incorrect values showing on character sheet
- Make fire traps actually set player on fire for a while, as well as do initial blast damage
- Fix placement of permadeath logo on character sheet to not obscure stats
- Fix bug causing trap warning light not going away after trap is sprung
- Show spell names in stores when selling your pre-made spells
- Show current health and mana percentages on character sheet
- Ensure correct pregeneration of spells in shops
- Remove all traces of old magic system from the game
- Fix all issues surrounding permadeath corpses
- Allow player-placed traps to last a MINIMUM of 3 turns, no matter how low-level
- Don't allow drops of single arrows. Always be multiples to make bows more functional
- Balance new fountain effects
- Balance fire magic
- Update location claim system to say "YOU" claimed it. Not your name
- Don't allow boss hunt quests to spawn until player is level-appropriate to do the quest
- Fix "The Tim Crash"
- Fix lockup happening when killing monsters on lower-levels of dungeons
- Reveal boss quest co-ordinate details correctly
- Implement player freeze functionality into end-turn sequence
- Fix involuntary temple menu jumps
- Add "gem bag full" banner popups
- Add spell effect banner popups
- Don't allow magic shops to sell multiples of the same spell
- Fix disappearing dungeon level bug
- Allow kiosks to generate quests specifically to hunt and kill bosses
- Correctly save current quest marker details
- Don't ever allow an empty shop
- Fix store-bought spell disc fatal crash issue
- Update megachest icon in map to be red to distinguish it from normal chests
- Remove collision detection on ruined temple dungeon entrances to prevent player trapping anomaly
- Fix issue causing some magical dungeon traps to not hurt the player
- Allow ESC key to be used to leave potion crafting screen
- Don't allow telekenesis to affect doors which have monsters standing in them
- Fix "held movement" control jittering on zig-zag movements
- Cancel all monster perma-effects when the monster dies
- Carryover effect can create infinite spell repeat loops
- Allow correct processing of repeat effects for all spells
- Balance weakness effects
- Always play portal sounds correctly
- Clear hover data for all items in shops
- Correct projectile magic orientation
- Fix Windows 10 compatability issues
- Fix typo in permadeath corpse default note
- All player set traps and repeat effects need to get cleared on a new game
- Fix shaderless mode not rendering spell glow correctly
- Fix spell positioning crossover when combining spell effects
- Implement tears of hyfrydle to the new magic system
- Add no-repeat caveat to line splitter algorithm
- Fix floopy gem bag listing code
- Add spell pre-populator system
- Clear lighting data between games
- Fix UI lockup while magical effects are playing
- Fix incorrect sound playing when selling gems at magic store
- Don't allow monsters to teleport inside of the player (ew...)
- Fix incorrectly timed magic sounds
- Fix incorrectly timed shopping sounds
- Don't allow a new torch to be used if you currently have one lit
- Process player trap wearoff
- Fix bows after magic system implementation removed old projectile algorithm
- Make all spell use descriptions match throughout the various UIs
- Ensure click consistency in spell creation UI
- Create alternate value-averaging system flag to specify when being affected by level-locking
- Allow projectile magic to flow through open doors
- Don't allow blast magic cast by the player to affect the player
- Stop stone blanks causing spell description mismatches for shift-hover
- Make all duration spells last a minimum of 3 turns
- Don't play "trap not sprung" sound on already disarmed traps
- Process timed effect wearoff
- Allow fire and ice effects to cancel each other out on both player and monsters
- Add confirmation menu for item destruction
- Increase visibility for player traps in low detail mode
- Correct spell description matrix
- Don't allow player to place multiple traps in one square
- Don't allow player to withdraw gems from bank if bag is full
- Allow spell gems to be sold in magic shops and temples
- Don't allow frozen enemies to block attacks
- Fix "eternal self manipulation" bug
- Allow the use of the ESC key on the trap disarm screen
- Allow return to inventory on spell crafting screen through ESC key
- Fix fatal crash upon exhaustion of countdown effects
- Fix mouse/keyboard mismatch on spell craft screen
- Allow "empty gems from disc" popup to close with ESC key
- Lock mega chests until boss is killed
- Give magical rewards from new system on quest completion
- Drop new magical items in containers
- Don't allow mobs to spawn inside solid objects
- Implement real-time mob ghostbuster module
- Fix shift-hover on permadeath loot screen
- Put gem descriptions in correct place on megachest pickup screen
- Don't allow "select all to deposit" option in banks to select gem bag or filled spell discs
- Fix hover-text for rejuvenation potions
- Make temples automaticall refresh players, rather than by button
- Add full spell disc compatability with banks
- Fix magic item mismatching on permadeath menu
- Allow use of stone blanks in spell crafting screen
- Correct death note edge truncation
- When a spell disc deteriorates to the point of breaking, all usable gems should be recovered into gem bag
- Fix fatal crash when adding stone blanks to a disc in the spell crafting screen
- If gem bag is full, add newly collected gems to the bank automatically
- Render all stone blanks correctly
- Fix occasionally invulnerable boss monsters
- Remove aura object when killing a boss monster
- Balance boss statistics
- Reapply gender prefixes when switching genders
- Fix corruption caused by bows left on permadeath corpses
- Fix text colour mismatches on some UI elements
- Update death report stats to reflect new features of update
- Fix bug where entering dungeons with the classic UI can cause issues
- Fix bug where some dungeons don't have a boss
- Fix death report to reflect when player is killed by a boss, including the bosses name
- Fix bug where sometimes bosses can't hit the player at all
- Create new process for generating boss loot, so that it's always good
- Don't allow spell disc editing to close the inventory
- Fix display mismatch on 5-slot spell discs
- Create new skin packs for boss monsters
- Correctly render stone blanks in shops
- Generate boss monster auras and position them correctly at all times
- Reset gender state on each new character
- Make boss auras more faint and ethereal
- Label magical components correctly in megachests
- Fully distribute new magical components into every relevant shop in Ahkranox
- Only show "new spell readied" banner if there was a usable spell in that slot
- Fully distribute new magical components into various megachests throughout Ahkranox
- Wait for keyup when closing gem bag so as to not close inventory screen
- Cap length of spell names (unless pre-generated)
- Remove redundant crystal varieties, such as 3-slot diamonds
- Don't allow permadeath corpses to spawn inside open secret walls
- Allow shop interfaces to describe the usage of various gem types
- Make spell gems wear down over time with use, and eventually break
- Spell crafting screen needs to reset colour of new discs back to stone
- Clear default text values on spell craft screen
- Don't allow player to sell, delete or bank gem bag
- Add new magic functionality to save/load functions
- Have inventory sort function edit the stored location of spell disc quick references
- Price assembled spell discs correctly
- Correctly render assembled spell discs in shops
- Link spell use to mana bar
- Distinguish used/unused crystals in gem bag
- Link new magic system to inventory sorting
- Link new spell casting system to controls using numerical keys and numpad
- Update save data to store spell hotkey information
- Theme inventory background to current environment
- Show current spell title in UI
- Clear spell hotkey index on new game start
- Check spell discs for guild membership requirements
- Remove emptied spell discs from quick-key reference
- Replace Al-aeks' magic itinerary with new spell components
- Allow player to custom-name their spells
- Repair container creation memory leak
- Real-time change text size during "name that spell" interface
- Fix glitch causing monster HP to reset when switching weapons
- Create new spellbook quick-select interface
- Fix weapon corruption on permadeath corpses
- Don't allow bosses to cast magic while frozen
- Hide main UI while quick select screen is showing
- Create spell crafting interface
- Add gem bag interface
- Fix rare freeze when sorting inventory
- Fix HP being linked to CHA instead of CON
- Final build testing (all 48 items of it)

2 comments:

  1. HOLY CRAP!!

    when testing you forget how much testing actually occurred lol

    ReplyDelete