Hi all,
Thanks, Syntax - good to hear you like the new options.
We've failed should indeed not be completable without toasting the Group 2. We'd reshuffled the internal layout of the victory-requirements and lost a couple in the process. Fixed now.
Lights originally behaved inconsistently by design - the idea is that if a light is the first half of a double-action, then it will skip immediately to the second one. So in your example, the second robot's Continue action appears to not execute, since the light comes on and the robot then stops - in reality, the robot consumes Continue immediately after the light is toggled, making it redundant. However, this lights/timing behaviour isn't documented anywhere and really doesn't make that much sense on reflection, so we've changed it so that toggling a light always takes a time step, regardless of where it is in the program.
As a result, some of the maps in Inspection are (VERY) slightly modified (turns out this is the only place where lights-based robot synchronisation could change the outcome of a level), including Roll Call - but the original solutions, at least, the ones we devised when building these maps, should still work verbatim. Yours may now NOT work, depending on how they use lights, but your game progress won't be affected since it will already have stored your completion of that level.
If you want to 'update' your save data by trying a new solution (e.g. if your current one is no longer valid), you need to switch off the 'Remember last used programs' option (since it will 'remember' the old programs for the locked groups which have now changed, and override the new map data with them) and complete the level once to refresh the saved data for it. A bit of a hassle... sorry.
Thanks for pointing out the lights issue - we originally considered it as part of the design, but removing it actually simplifies a lot of the timing issues and means the whole action set is time-consistent. Now, if the robot is moving when the light is toggled, it will keep moving, and if not, it'll stay put, but either way, the next action will only be consumed after the usual delay.
Other changes:
- Relay in Devil & Details is no longer trivially completable without touching the crate
- Similarly, The Convoy is no longer solvable with 'Wall ->
Right'
- The L/R actions are also adjacent in the vertical symbol box
- You can no longer move a robot through solids with Light-On action (!)
- Appearance of GUI selection in program no longer jumps when the program auto-changes during successive robot wave starts
- Accessing the Available Conditions list in MapMaker no longer also re-displays the intro message by mistake...
- The game will create necessary folders if they have been deleted at startup
We've uploaded the
new version here:
http://properundead.com/hive/Pragmatica_110611.zip
...but it isn't live yet. We thought we'd be extra-cautious and see if you guys unearth anything stupidly, glaringly broken like last time. We maintain confirmation that all levels are solvable with the new lights behaviour included.
Thanks again for your keen eyes and minds. We're glad you like the improvements - that was the aim. Shout if you need any more hints.
HiVE
wearehive.com