TFMurphy
Level: Smitemaster
Rank Points: 3118
Registered: 06-11-2007
IP: Logged
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Re: 3.1 TCB Patch Candidate (Windows) (+4)
Well, no assert errors immediately after my very first demo save now, so that's a plus. I'll just go through my list instead and see what we find. Let's do this via lists, shall we?
TCB Rooms that 3.0 players should be wary of
* Under the Library 2N4W now has slightly tighter timing, and will thus likely invalidate all current #1s. The room is still completable, so most demos that aren't cutting it as close as the #1s should still be valid.
* Castle Dugan and King Dugan's Dungeon may see some demo breakages in rooms with guards, due to pathmaps now correctly updating on the turn you lose stealth.
* River Dugan 2S2E may have some demo breakages. You can use the same strategy as before, but the timing on some moves may be different.
* Holding Vats 3S4W will require recompletion by almost everyone - you have an additional challenge to overcome due to briar changes. [This room is being tweaked in the 3.1 full install to retain the original level of difficulty -- mrimer]
* Frozen Depths 2N2W may have demo breakages for some people. It didn't for mine, but the oremite change might necessitate a replay for some.
Haven't noticed any others. The rest of my TCB demos were fine, and I couldn't think of any other problems in TCB rooms that might crop up from the listed fixes. Other holds may not be so lucky - I expect we'll hear about them shortly. Onwards.
Confirmed Fixes
* Guards/Stalwarts/Slayers now understand Oremites a lot better. (Guards and Slayers can still be evaded if you're careful, so there's still plenty of manipulation available... but the tricks will have changed)
* Briar roots are no longer choked by briar belonging to other roots before merging.
* Brains and Guards now properly track players upon Player Role change and stealth loss.
* Double placement graphics now appear to work fine on the same turn as a Player Role change.
* Demos are saving just as fine as they were in 3.0.0 after .dat upgrade. Very nice.
* Beethro, Mimics, Decoys, Inactive Clones and scripted Characters all get hasted sword hits on half-turns. Guards, Stalwarts and Slayers do not. Aumtlich gazes work fine on half-turns, but orbs will only crack from them on full turns.
Confirmed 'Issues' Left
* Hitting forward after watching a "corrupt" demo that ends in death allows the demo to continue, also making an assertion beep.
* Master Walls still have their current problems with demos, mirrors and scripting.[addressed in build 45]
* Fegundo and Wraithwing NPCs still depress pressure plates at all times.[fixed in build 44]
* Undo during double placement seems finicky. You can undo during placement only if you did not use Undo last turn. If you have, then no Undo is possible, and you must place the double to continue. (Personally, I still agree with Pinnacle in that undo should go back to the last player turn, rather than revert the last command - same with Questions, really. But that's another thing entirely and not connected to this particular fix)
* Building bombs and fuses on top of briar still causes errors when the briar attempts to grow past it.[fixed in build 45 -- mrimer]
* Adders can still move on top of stealthy player roles if the adder senses another target. This does not kill the player role. It does kill the Adder on the next turn if the player role can harm with its body though. [fixed in build 44 -- mrimer]
* For some reason, I can't change level styles anymore. While levels that have different styles work fine and can be edited, any attempt to change them ends up with the level adopting City style. Clicking on City gives me the following error: Assertion error in line 152 of .\DrodBitmapManager.cpp: "!style.empty()". This error then continues to repeat when editing rooms, playtesting, etc., for whatever hold I attempted to change styles with. This has nothing to do with the styles *really* available to me: I can create a new hold and get default Aboveground style fine, and all other styles appear as they should visually. [fixed in build 45 -- mrimer]
* Long rooms with lots of checkpoints are still suffering from a failure to save demos on victory if the 'r' or undo key have been used since starting the room or restoring to a checkpoint. [fixed in build 45 -- mrimer]
Apparent New Issues
* Custom Characters that have swords, when used as a Player Role, have a north-facing decoy instead of a sword. This does not affect NPCs using Custom Characters, only the player. [fixed in build 45 -- mrimer]
* Lighting is acting slightly screwy: notably with ceiling lights that are near switching wall lights. If all wall lights within range of a ceiling light are turned off, and then one or more of them are turned on, the ceiling light temporarily gains in brightness. In certain complex scripted rooms involving this, it's possible to increment the brightness further until the tiles are near saturated. I'm not sure about all the events that can cause this, but what I describe is the easiest repeatable method. This didn't happen in 3.0.0, so I believe it's an artifact of whatever was changed to fix BoyBlue's problem with Beethro's lantern interacting with switchable wall lights.[fixed in build 44 -- mrimer]
That's the basics, I think. I haven't retested any issues that were confirmed fixed in previous patches, and I've yet to confirm all the new stuff I hadn't checked last time I tested out the patch. I'll add more to this post if I happen to find anything else.
EDIT: "Activate Item at" does indeed explode bombs, however, it *does* expend a turn right now, unlike fuses. This seems unintentional, so could probably get a quick looking at. [fixed in build 44 -- mrimer]
[Last edited by mrimer at 09-11-2007 05:46 AM]
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