Page 1 of 4

Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 3:50 pm
by petri
Beta-1.2.13 has just been sent to Steam. The update should be available in a few hours and update automatically. If Steam has problems updating the build you can try restarting the Steam client and clicking on Verify Integrity of Game Cache in Legend of Grimrock / Properties.

If you think you have found a bug, please check that the bug is not in the Known Issues list before reporting (see below).

We're getting close to the end of beta. Please send your feedback now.

Changes since beta-1.2.12:
- Update Published Mod dialog now remembers mod visibility
- experimental new feature: characters can be imported from a save game when starting a new game
- workaround for Steam issue: Steam thinks grimrock process is still running and throws "This game is currently unavailable (Application running)" error if web browser was launched by selecting Help from menu before shutting down the game
- bug fix: crash when drawing spell scroll tooltip
- bug fix: dungeon descriptions with newlines are drawn on top of each other in Steam Workshop Mod Manager
- bug fix: dungeon_wall_grating and temple_wall_grating show as doors on the automap
- bug fix: charging ogres and wardens go through blockers and enter stairs
- bug fix: deleted portraits and portraits in mods crash the save game dialog
- bug fix: pressing delete at the end of line in multiline textbox does not relayout text

Known Issues:
- clicking "resume" from the pause menu throws away the item on the mouse cursor
- if you give setMouseItem() an item that's placed already somewhere on the level, and then player tries to place that item on the ground, the game crashes "item is already placed".
- cloned Orb of Radiance does not glow
- cloned Uggardian does not have the flame effect
- cloned cube crashes the editor
- setMouseItem(spawn("dagger")) and variants do not work from console (scripts work ok)
- portraits which are stored inside the mod are shown are grey boxes in Load/Save Game dialog

The beta update also fixes the following issues in the main game (the original Legend of Grimrock dungeon):
- added check for unnamed prisoners in character generation
- bug fix: mouse look does not work when standing in front of a wall tapestry
- bug fix: when importing a custom portrait, the original portrait becomes "locked" and can't be chosen for other characters
- bug fix: on screen exp indicator displays an incorrect amount of exp when killing an advanced monster with level greater than 1
- bug fix: no exp is gained if a monster is killed by Dismantler's lightning effect or Icefall Hammer's frost burst effect
- bug fix: when the cube crushes a monster, monster's death effect is played multiple times if the cube moves back and forth
- bug fix: game refuses to start if the documents folder is mapped to a network location
- bug fix: "Level up!" text above attack frames does not scale with resolution
- bug fix: tooltips are buggy in 2560x1600 resolution
- bug fix: exp is awarded to wrong characters if party marching order is changed before damage is dealt (e.g. cast fireball, reorder champions before fireball kills a monster)

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 3:54 pm
by Montis
Nice update!

petri wrote:- experimental new feature: characters can be imported from a save game when starting a new game
Is there an option to enable/disable this on a per-dungeon-basis? If not, can we have one? That would be great.

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 3:58 pm
by Blichew
Thanks for the update :]
We're getting close to the end of beta.
Do you plan adding any new features (like spell modification - it is currently not possible to add a new spell to an item, only a spawner) when moving from beta to release or will all new features be added some time after the release ?

EDIT: one thing I remember and would like to see implemented even before the release: when adding a connector via editor gui, there's no possibility to pass parameters to a connected entity function. I'd like to see 4th field, something like that:

<activate>::<script_1>::<spawnMonster>::<"skeleton_warrior">

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 4:01 pm
by petri
We want to encourage the usage of import characters for mods, so let's first see how this works if it's always enabled. By freely transferring characters between mods, mods could easily form longer campaigns. I think many people would also like to try mods with overpowered characters.

Maybe mod descriptions could have a "recommended for character levels 1-3" type of thingy, like in oldschool D&D adventure modules :)

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 4:14 pm
by petri
Blichew wrote:Do you plan adding any new features?
You know, we could easily spend the next year working on the editor and add features on the modding side, but we also have lots of other ideas we would like to start working on at some point. So the plan is to wrap up the editor for release pretty soon. After the release, we hope to be able to slowly start working on a new project while maintaining the base game by releasing updates and fixing critical bugs. Exciting times ahead, we'll see how it works out!

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 4:20 pm
by Grimwold
Thanks for the update and bug fixes. Great work
petri wrote:We want to encourage the usage of import characters for mods, so let's first see how this works if it's always enabled. By freely transferring characters between mods, mods could easily form longer campaigns. I think many people would also like to try mods with overpowered characters.

Maybe mod descriptions could have a "recommended for character levels 1-3" type of thingy, like in oldschool D&D adventure modules :)
Unfortunately this feels like the single biggest setback to my dungeon since I started and I now I feel like my 70+ hours making a dungeon and finely tuning it for low level characters was an utter waste of time.

Don't get me wrong, I like the idea of being able to import parties into mods, but you should at least allow us creators the opportunity to limit the level that can be imported.. I don't really want to force everyone to use the same party by using scripts to regenerate everything (besides it's still not possible to set character traits using script).

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 4:41 pm
by SpacialKatana
Maybe you could bump out parties that are over-levelled for your mod via script Grim? I know I'd do that if I wanted, but to be honest it's up to people how they play a game. If anyone doesn't like my work, they can *** off somewhere else and play someone else's, I don't care. I mod for my own amusement and a hobby anyway ;)

Cheers to the team for this update...it's very likely been a stressy weekend for you all . I speak for all I'm sure wishing the very best with your ongoing projects.

Rich.

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 4:42 pm
by Komag
I really don't see this as a setback for you at all.

If you tell players that this dungeon is designed for new characters, that's enough just to let them know, and there is no need to force them on that route. If they want to stupidly spoil their gameplay experience by importing powerful characters, let them, who gives a crap, and the rest of us will do it properly and have a much better more fulfilling experience playing your dungeon.

I will definitely appreciate the fact that you took the time to properly balance it for new characters.

besides, maybe after playing it the right way I might want to go back and charge through it all again with powerful characters! But that would only be for kicks, not for the first serious playthrough

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 4:44 pm
by hyppyp
Hum, this version does not allow me to contact steam to add/update custom dungeons..... :(
Or am i missing something?

Oh, just too quick for a change, it's there now, please ignore.

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 4:46 pm
by petri
Yep And as Mr Swedish Pirate ;) here is saying you could also easily teleport the party at start of the game to a 1x1 room with a hud print "This dungeon is for level 1 characters, please restart with fresh characters"