Developer Kevin Posted November 12, 2013 Developer Share Posted November 12, 2013 Hey guys! We've been working behind the scenes to do a bunch of bug fixing and optimizations for DS. There's no update video or punny name for this one, but here's an update for you all. REVISION 89685 Gameplay fixesAdd naughtiness to smallish tallbirdshadow maxwells scare rabbitswilson is invincible while sleepingfix recipe prototyping to work with new tech level splitsfix for Winter is generated in spite of the 'Season' preset setting being set to 'Only Summer'. in the 'World Menu'fix for wolfgang saying how mighty he is and totally ruining everything in the intro NISMake telelocator check for water when teleporting randomlyprevent infinite loot fountain from beaver-gnawed spiky treeStumps can now be lit on fire after loading.Stumps now propagate fire.fix for placing structures after eating a glow fruitfix maxwell mine visibilityheatrocks work in backpacksinstead of clearing followers from saveindex on load which can result in them being lost, clear followers on any save that is not an ascend/descendfix crash when lureplants eat beesNow reset the colour cube on load to deal with loading and saving between insane and non insane games.made evergreens and cave entrances non-clickable when they are first worked to stop you from interacting with them by accidentPlanted pine cone has different name from unplantedAbigail is is now tagged as a "character", additionally the tentacle will retaliate against anything in range that is attacking itlantern swap bug fixlantern can't be turned on in pocketkilling a baby beefalo is very naughtyMade a "SelfStacker" component and added it to the houndstooth, monster meat and spoiledfood to improve base clenliness and performance in very long gamesRubble no longer crashesArmour will always return 0 damage if the absorb percent is >= 1.There is now only one "Sinkhole" room per task. This will remove the case of regularly seeing two cave entrances near each other.Made "characterspecific.lua" a component for items that are only supposed to be on one character. Added it to all character specific items.fix bug where nightmare stuff was getting turned on in second overworldsfix for occasional cave gen failFix for wes talkingWalrus blow dart is no longer targettable/inspectable during flightFix for two bugs: Leif not exiting frozen once hit and minotaur being stunlockable.Made beefalo poop in the old way, and fixed a problem with their babies never showing upCatcher now makes sure the projectile it's tracking is valid before attempting to preform functions with it.Combat function now ensures that the entity it's on is still around before calling GetDistSqToInst.Ham bat no longer loses durability from being used, but does spoil over timeHam bat and flower hat both display spoilage graphics instead of text percentages in order to reflect that they are spoiling over timefixed occasional invisible maxwell intro bugproperly report farm plot fertilization successmake the build placers opaque so that they show up bettermake burnt trees more visible when they are highlightedDeerclops will knock down anything he collides with that is tagged "tree", allowing him to pass through.Divining rod will not disappear when attacking.made hambat non-edible to avoid interface confusion. Gave it higher damage to compensate.flower hat is not edible to reduce interface confusionmake dusk announcement more generic, so that it doesn't mention fire.Inventory items that also have brains will now hibernate while they are held by an owner.Bees no should no longer buzz while in a container.Fix for mandrake crash when travelling between cave levels.Use consistent language for the settings screen in FE and pause menuFix for inventory items getting into a bad state when you try to put them into an already-full chesterBirds can no longer be killed while flying away.Shadow Creatures will not trigger tooth traps.Fix woodie, chester contents, and beard issues when time catches up when leaving / entering cavesFix for dropping equippable tools under full-container conditionsMaxwell's Shadows will now die when he does.Fix bee spawn scheduleController stuffAdded a controller debug menuImproved attack/interaction pickerAdded vibration (it can be toggled off)added controller hints to the front end screens and made them more consoleish when a controller is attachedWhen using dpad to use un-equipped item on the scene, it will now be equipped if requiredFix for item-on-item interactions with controllerFix "for science!" button controller focus when you beat the gameInventory hint stays up longerAdded trigger tooltips to inventory and crafting barsController tips for inventory and container items are at more sensible offsetsadd louder controller focus change soundadded repeat rate for controller page/value changeshooked up sounds to page flipsdon't play scrolling sounds after the ends of the crafting menuWhen using a controller pressing the "INVENTORY_USEONSELF" bind will now first toggle deployable mode on (if applicable) a 2nd press will execute any action related to the bind if deployable mode was triggered.Keep the crafting menu open as you open and close the mapmake controller scrolling move a page at a time in the character select screenchanged the sense of the rotation buttons to be more logicalcontroller focus movement in FE has repeat when heldUse the correct string (based on type, not index) to name the controller you're configuring on the controls screenAdded default PS3 controller bindings on OSXAdded various missing control bindings across platformsSplit ui focus controls from movementSplit prev/next controls from prev/next page, bound to spinnerControls screen listens for pgup/pgdown, scrolls by half-screens so you can see some paired controls betterDeprecated "custom control" values which are unused inhouse, hopefully unused in modsIncrement control mapping version, invalidating users' current mapping settings (sorry!)When hovering a stackable item over a stack of the same type the hint now says "Put" instead of "Swap" to match the behaviourPerformanceRe-enabled mipmapping on pc - the game should look much cleaner at low resolutions nowSet up better timer code for osx and linuxLots of GPU / shader optimizations - the game should run better on older cardsmade killer bee brains cheapermade controller button popup checker cheaperFire fighting ) - Perf improvement with burning trees (lights in general). Light buffer is now quarter res (actually it's fixed res)Lua spike prevention - no defered userdata cleanup, timeslicing "built-in" UI fixes disable crafting/inventory opening when you are a beaveradjust recipe description text over slightlyproperly pause game when prompting the player to confirm activation of adventure portal so that controller input isn't picked up by the gameThe audio settings are automatically changed when starting a new game on a fresh installfix scrolling issue with crafting UIFix mousewheel zoom on map screenclock is now more legibleDon't stop FE music when a character is selectedUpdated fonts in inventory bar for legibilitySpoilable inventory items now also have a highlight outline behind their icon/textfix text cut-off in crafting menureplaced big arrow button anims with image buttonshide hud and squelch interaction when going through wormholemap screen panning is smooth instead of chunkyRemove non-functional open/close prompt for equipped containers when using controllerarrow added to hud for backpackinventory bg is one solid imagemove chester open menu up to the top of the screenopening chester will close chests and vice-versa (so they don't overlap)Display deaths recorded as "unknown" as "shenanigans" insteadMiscDid full string pass - there should be no more missing stringsPlayer character Art is high-res for nicer closeups Changes from the previewFix for are corrupted stretched textures on the map when two world settings are set to "lots"Fix for The 'Save and return to main menu' overlay can be continuously looped by spamming the 'I said quit!' button repeatedlyfix for placing chests on pondsStencil bug fix fixes shadow creatures.Fixed red/green lines on minimap.Add inspection text for a planted pinecone on Maxwell and WickerbottomFix for "placing" an item out of a container instead of inventory was not removing the item from the container, resulting in a crashMinimap rendering optimizations.Fix for - The user becomes stuck on a non-functional debug screen when using the 'Deconstruction Staff' on a open 'Chest'objects aren't deployable from containersFix for - The title crashes upon depleting the 'Star Caller's Staff'cancel deploy/plant action if selected inventory item is changeddeerclops targets you after he finishes attacking your baseFix not being able to re-map an analog axis between positive and negative without remapping it to something else first Build 89932 (Nov 19th)Integrated better driver and resolution messages.- default bindings for 360 wired controller on OSX- wired 360 controller is detected by available buttons/sticks on OSXallow multiple containers to open when you are using the mouse and keyboardfix for KEDS-179 - don't allow controller deployment from within a container- [bug #1292] cave and follower information is cleared when saving with CompleteLevelfix for interrupted actions when hitfix for entities not falling asleep when teleportedfix for stale component reference in projectileyou can properly deploy or murder captured butterfliesNew pot file.- Fix PS4 triggers always held under OSXAdd help text for load widgetfix for wx78 dying on load if he's upgraded a lot and has a lot of effigiesFix for putting putting partial stacks in a container.Add help text for buttons ("select") and popup dialog ("back") functionality.cave entrances shouldn't show up in adventure modeFix for flickering walls and such.- [bug #1295] on screen controls don't store controller id between updates to ensure that they are always displaying the correct control tipsput an upper limit on the number of birds wickerbottom can spawn at once to avoid out of memory birdameggedonhide the crafting menu when using the pause inventory- [bug #1292] world clock is only advanced to the player's age when entering or leaving caves, not after travelling with the teleportato- additionally the player's age is reset to 0 when entering a world with an age of 0 when not ascending/descending, otherwise the next ascend/descend will advance the world to the previous age valueput a cap on map zoom-outfix customization screen override loadingFix for minimap not clearing properly. 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MilleniumCount Posted November 12, 2013 Share Posted November 12, 2013 MiscDid full string pass - there should be no more missing strings We have to prove that ^-^But hey, thanks for all the work! Link to comment Share on other sites More sharing options...
ARamblingSpider Posted November 12, 2013 Share Posted November 12, 2013 I'm liking the new Hambat. Link to comment Share on other sites More sharing options...
Guest Posted November 12, 2013 Share Posted November 12, 2013 Nice! Link to comment Share on other sites More sharing options...
simplex Posted November 12, 2013 Share Posted November 12, 2013 Gameplay fixesMade a "SelfStacker" component and added it to the houndstooth, monster meat and spoiledfood to improve base clenliness and performance in very long gamesGreat overall, but are you sure about spoiled food? It'll turn to rot eventually, so it'd be taken care of then. And I like keeping batches of spoiled food at different rates (usually close by, for organization) for rot production in early/early-mid game.Made "characterspecific.lua" a component for items that are only supposed to be on one character. Added it to all character specific items.Now what is Maxwell going to read before bedtime? :/Fix for wes talkingYou monster!Catcher now makes sure the projectile it's tracking is valid before attempting to preform functions with it.Combat function now ensures that the entity it's on is still around before calling GetDistSqToInst.Yaaaay, no more stale Transforms! ;DInventory items that also have brains will now hibernate while they are held by an owner.Weirdest statement ever. PerformanceSet up better timer code for osx and linuxclock_gettime(CLOCK_MONOTONIC, &tp)?Lua spike prevention - no defered userdata cleanup, timeslicing "built-in"Always appreciated. The garbage collection overhead for high entity counts was quite steep. MiscPlayer character Art is high-res for nicer closeupsAfter all the hard work Cheerio had with those mods? ;P Link to comment Share on other sites More sharing options...
Silentdarkness1 Posted November 12, 2013 Share Posted November 12, 2013 Ahhh, damnit, I guess it was too much to ask that the Maxwell Shadows NOT be nerfed. Oh well... As far as the missing strings are concerned, the only one I noted was the one for wendy examining a rainometer. Also.... 1. Abigail is now tagged as a "character"? What does that mean?2. "Made beefalo poop in the old way, and fixed a problem with their babies never showing up"YAY 3. "Ham bat no longer loses durability from being used, but does spoil over time"More yay. Now i'm actually tempted to use it due to lack of tentacle spikes. 4. Didn't fix the random cave crash due to stale component references? Link to comment Share on other sites More sharing options...
gnarlytreeman Posted November 12, 2013 Share Posted November 12, 2013 does this mean that chester loosing the items on cave entry is fixed? Link to comment Share on other sites More sharing options...
TeoSS69 Posted November 12, 2013 Share Posted November 12, 2013 +1 for awesome Ham Bat of awesome. Link to comment Share on other sites More sharing options...
Developer Kevin Posted November 12, 2013 Author Developer Share Posted November 12, 2013 I think we fixed the mod texture problem (it was mip map related). Now the build machine is taking it's sweet time. I'll hopefully have the preview up by the end of the day. Link to comment Share on other sites More sharing options...
Developer Kevin Posted November 12, 2013 Author Developer Share Posted November 12, 2013 +1 for awesome Ham Bat of awesome. Yeah, it was kind of a neglected item. We're aiming for 100% controller support and the fact that you could both equip and eat it was causing major interface headaches. My solution was to make it inedible (because that wasn't really useful anyway) and then adjust it so that its still somewhat useful. Link to comment Share on other sites More sharing options...
TeoSS69 Posted November 12, 2013 Share Posted November 12, 2013 Yeah, it was kind of a neglected item. We're aiming for 100% controller support and the fact that you could both equip and eat it was causing major interface headaches. My solution was to make it inedible (because that wasn't really useful anyway) and then adjust it so that its still somewhat useful.What about the Garland? Does it get a boost too? Link to comment Share on other sites More sharing options...
Silentdarkness1 Posted November 12, 2013 Share Posted November 12, 2013 @Kevin Sorry to pester, but I hope you guys also fixed the stale component reference crash that mostly happens in caves. Also, i'm getting a TON of 500 internal server errors on the forums now. Should I tell JoeW? Link to comment Share on other sites More sharing options...
Developer Kevin Posted November 12, 2013 Author Developer Share Posted November 12, 2013 What about the Garland? Does it get a boost too? No, I didn't bother. I don't imagine that many people are hanging onto dear life by eating their garlands. @Kevin Sorry to pester, but I hope you guys also fixed the stale component reference crash that mostly happens in caves. Also, i'm getting a TON of 500 internal server errors on the forums now. Should I tell JoeW?I honestly couldn't tell you. If it's still happening for you after the update, bring it to @Wade's attention. Link to comment Share on other sites More sharing options...
TeoSS69 Posted November 13, 2013 Share Posted November 13, 2013 I don't imagine that many people are hanging onto dear life by eating their garlands. Hehe, yeah totally... *cough cough*Anyway if someone with the preview up could actually give me exact values changed so I can edit the wiki while I'm at it, that'd be great. Link to comment Share on other sites More sharing options...
Watcha Posted November 13, 2013 Share Posted November 13, 2013 shadow maxwells scare rabbits I'm guessing birds as well. Ahh there goes my winter bird hunting season! Link to comment Share on other sites More sharing options...
the truthseeker Posted November 13, 2013 Share Posted November 13, 2013 Love the changes, especially the Naughtiness and shutting Wes up But one thing confuses me:heatrocks work in backpacksI thought the reason they didn't work in backpacks was when it was i the dormant or in its "coldest" state and could actually chill you more, you were supposed to switch it to your backpack? I guess then it just means a very very minor tactics change if it was always supposed to work everywhere? Link to comment Share on other sites More sharing options...
TeoSS69 Posted November 13, 2013 Share Posted November 13, 2013 Made "characterspecific.lua" a component for items that are only supposed to be on one character. Added it to all character specific items.Does that mean Maxwell and Wickerbottom can't read each-other's books anymore? Link to comment Share on other sites More sharing options...
simplex Posted November 13, 2013 Share Posted November 13, 2013 Does that mean Maxwell and Wickerbottom can't read each-other's books anymore? It certainly means Wickerbottom can't read the Codex Umbra, but I'm still hoping they left the other way around intact. ;P Link to comment Share on other sites More sharing options...
Johnnyprofane Posted November 13, 2013 Share Posted November 13, 2013 [*]Combat function now ensures that the entity it's on is still around before calling GetDistSqToInst.Could someone smarter than I am explain the implications of this?Edit: quote was acting strange, removed extra items Link to comment Share on other sites More sharing options...
TeoSS69 Posted November 13, 2013 Share Posted November 13, 2013 Also need some clarification on these : "fix bug where nightmare stuff was getting turned on in second overworldsArmour will always return 0 damage left if the absorb percent is >= 1."And how much damage does the Bat do now? Link to comment Share on other sites More sharing options...
simplex Posted November 13, 2013 Share Posted November 13, 2013 Could someone smarter than I am explain the implications of this? This just prevents a kind of crash when the game tried to determine the position of an entity which no longer existed. Armour will always return 0 damage left if the absorb percent is >= 1.This means armor with a full absorption rate will always absorb a full hit, even if the damage absorbed in it is greater than its HP left. fix bug where nightmare stuff was getting turned on in second overworldsI have no idea what Kevin meant with "second overworlds"... Link to comment Share on other sites More sharing options...
Watcha Posted November 13, 2013 Share Posted November 13, 2013 "fix bug where nightmare stuff was getting turned on in second overworlds It's a sound thing from when you go through the teleportato it would make nightmare ruins sounds, I think thats it Link to comment Share on other sites More sharing options...
TeoSS69 Posted November 13, 2013 Share Posted November 13, 2013 This means armor with a full absorption rate will always absorb a full hit, even if the damage absorbed in it is greater than its HP left.I have no idea what Kevin meant with "second overworlds"...So the armor one is a fix for the Treeguard dealing damage even with the Crown's and Shell's special effects?Maybe the nightmare stuff is about the Shadow Creatures dropping nightmare fuel in the ruins? Link to comment Share on other sites More sharing options...
TeoSS69 Posted November 13, 2013 Share Posted November 13, 2013 Uh...Ham Bat damage? Anyone? Link to comment Share on other sites More sharing options...
simplex Posted November 13, 2013 Share Posted November 13, 2013 So the armor one is a fix for the Treeguard dealing damage even with the Crown's and Shell's special effects?Probably. Maybe the nightmare stuff is about the Shadow Creatures dropping nightmare fuel in the ruins?I was going to say that, but I still don't know what "second overworld" is supposed to mean, so... I don't know. Uh...Ham Bat damage? Anyone?We should find that when the preview goes live. Link to comment Share on other sites More sharing options...
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