Hi, all TSS players!
We've been working diligently this week to correct issues reported for the 5.0 engine and the TSS hold.
I'd like to officially release version 5.0.1 within the next couple of days. This is an RCB (release candidate build) patch.
Attached is a patch you can apply to your Windows demo or full version of TSS 5.0.0 or 5.0.1 in order to get a few dozen code-related issues resolved right away (see below).
This patch does not contain TSS hold fixes made for 5.0.1. Those need to be obtained by downloading and running the 5.0.1 full game installer.
Change log:
5.0.1 TSS hold changes:
(minor changes, with varying degrees of spoilers in these notes)
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OHV -- fixed potential repeating cutscene in Entrance room when returning to level
TRH:3N1E -- changed a floor tile to dirt to mark out the middle gentryii's entire movement range (in demo+full hold)
BtS:2S2W -- added "Flush Speech" before main dialogue begins to ensure cut scene doesn't end early
FWOT:Entrance -- removed second "the" in level entrance text
FWOT:2N -- made Chapter 3 display unmissable
FWOT:3N1W -- fixed "percarious" typo on scroll
SG:1S1E -- fixed "sibilings" typo on scroll
UDME:6N -- removed secret walls
SM:1S5E -- added trapdoors between (2,1) and (2,7) to facilitate backtracking
SM:1S6E -- added a rock to block off the east non-exit
FS:1N -- fixed script at (16,13) to not wait for Beethro to move off the tile before setting "Player Role None" and appearing, otherwise the player could step S first, then Beethro walks through the closed door. Fixed by appearing after setting Player Role None, not before.
LB -- Changed Lemming from type "Citizen" to "Mud Coordinator" to avoid human-sounding death noise
CoT: vortex effect needs to "loop -1" after the it is applied, for restoring game after that effect.
* AL -- mention it is an optional level
KDD:FL:2N -- moved bomb at (6,22) one square east. Put floor at (7,22) and wall at (8,23).
* Fixed misc. typos mentioned on the Bugs board
* OHV:Entrance -- added "End" to a script that didn't have it, that could repeat
* OHV:1S -- fixed C1's entrance in Ch11 cutscene missing an "End on room exit", causing the script to repeat each time you enter the room after that point in the game
* CiaE:NE secret area -- added a flashing text, indicating that AL is an optional challenge level
* TSP:Secret -- tweaked pplate to have the same effect as another one (cosmetic change only)
* TwT -- now created as blue icon on the world map instead of a green one
* TwT:2N -- mention that Tendry can walk on closed doors, in case the player missed that
* CR:2W -- added a checkpoint at (16,11)
* LCS:2N -- added a scroll, explaining that this is a "Nonogram" (etc) puzzle
* LB:1S -- fixed Beethro's monologue about the lemmings repeating incorrectly if you leave the room on Turn 15, as the room is cleared
* TRH:secret -- fixed Arky still being here if the player comes here after visiting with Halph in DAA:HQ:1N1E
* TRA -- Reformatted Entrance text description to be clearer to read
* ED:Entrance -- added a checkpoint
* ED:1W -- fixed main script at (0,0) to not initiate anything if the room is cleared. Fixed creep logic to attempt to go around any blockage in the room exit column. Reduced the exit column to three squares (matching this in the Entrance) to keep CPU slowdown minimized in cases of any blockage. Added a message each time the store opens for business.
* UDME + WG: Fixed room connectivity issues mentioned here.
* WG:Entrance -- fixed dagger guy to not appear when you re-enter the room from the NE exit, leading to the vortex area.
* TLW:2N -- fixed so any walls that get stabbed by the player take damage, and so the guards won't stab the walls on moving south
* BM -- added a challenge for completing the level. Added a treasure chest you can open at the end, filled with greckles, for fun. Added some home-y decor to a few the rooms, not interfering with any puzzles.
* KDD:L1:2N -- Fixed US by replacing the NW pplate toggle with a cracked orb.
* SGa:4W -- Fixed US by adding the N door, tied to the N pplate
* TSP:1E -- added a missing row of wall under the east side of the arch
* CiaE:2S2E -- changed a mismatched water tile to shallow water along the W edge
* CiaE:3S1E -- removed a mismatched shallow water tile on the N edge
* TA:2N -- moved a mismatched briar tile up one row on the E edge
* HitF:3S2W -- added a tooltip after placing the clone to explain how to switch between them
* CR:2W -- added tooltips to explain (1) temporal clones repeat the movements you made and wait when a movement is blocked, and (2) monsters will target the nearest aggressor.
* TSP: 3N2E -- wait one more turn after the serpent dies before checking whether the player is stuck
* B:H+DS:1S - fixed brains to not disappear on room exit
* Second "37 days" should be "30 days"
5.0.1.6060
----------
* CaravelNet: fixed crash when membership has expired
* Fixed: crash when viewing Demos Screen for a non-published hold after viewing demos for a published hold.
* Fixed: incorrect "
not connected"
message on Demos Screen
5.0.1.6051
----------
* Room editor: gentryii as only monster type in room shouldn't remove warning highlight from green doors
* CaravelNet cloud sync: now merges challenges completed by the player on remote host
* Fixed crash in script editor on missing speech audio data.
+ Added basic feedback while deleting a player profile on the Player Select screen
5.0.1.6046
----------
! Now stunned brains do not target the player for monster pathmapping
! Allow allocating more memory for game state snapshots, in order to reduce slowdown
* Fixed: exporting player saves from a 64-bit install corrupted world map image destinations when importing into a 32-bit install
* Now tarstuff mothers killed by fluff babies will have unstable tarstuff beneath them destroyed
* Fixed script crash/hang when coords are outside of the room range
* Fixed: clones only get stunned for the current turn, like the player and temporal projections
* Fixed: assertion failure when an aumtlich kills the player from behind
* Fixed: generating a roach egg via scripting should not create assertion failures and crash
5.0.1.6012
----------
+ Minimap: Now briar roots are displayed. Gave a distinct color to floor spikes, fluff vents and both variants of thin ice.
* Fixed: stunned tarstuff monsters should not get unstunned when a tar switcher token is activated.
* Fixed: possible assertion failure when a construct falls into water off a raft
* Fixed: crash when selecting an invalid world map entrance ID
* CaravelNet Cloud: fixed memory leak and repeated unnecessary attempts to apply the same cloud update during a play session
5.0.1.6002
----------
* Fixed crash on clicking bombs/powder kegs that would cause monsters to fall.
* Fixed: stepping on a weapon token should update the weapon's armed/sheathed state immediately.
* Fixed: after getting a player profile from the cloud, it isn't listed on the Select Player screen
* Fixed: clicking "
X"
(app quit button) while viewing a room on the minimap, then selecting "
No"
no longer briefly displays a weird room image.
* Docs: added missing images of powder kegs, temporal split token, fire trap and floor spikes.
5.0.1.5996
----------
! Large optimizations when adding shading.
+ Now when a critical NPC dies, it makes a death sound.
* Fixed: "
Turn into Monster"
script command should retain current weapon type for armed monster types.
* Fixed: temporal token crash when being pushed off the token on the turn you activate it. Now temporal tokens do not activate if the player does not end the turn on the token.
* Fixed: gentryii chain should not permanently stop adjacent briar from growing once the chain is removed.
* Fixed: the entity type of temporal clones is now taken into consideration when evaluating whether it is an obstacle to player movement.
* Fixed: CaravelNet-related crashes when uploading scores to the server, etc.
* Fixed: new CaravelNet Cloud progress not being applied.
* Fixed: non-yellow doors that close under fluff, rendering it unstable, should form fluff babies
* Fixed: issues when "
0-turn max"
undo setting is enabled
* Fixed: world maps not displaying at the correct screen location after a smaller map is displayed
* Fixed: water and stepping stones should be allowed to be built under fluff
* Fixed: spider orientation is not retained when using a vision token or "
puzzle mode"
display
* Fixed: slayer particles do not move on firetraps, spikes or fluff vents
5.0.1.5973
----------
+ Added CaravelNet icon to indicate Cloud sync is active for the current player.
! Large optimizations to shadow rendering.
* Fixed crash when a briar root expands and detonates a powder keg that destroys the root.
* Fixed crash after rating a hold on CaravelNet and then playing the game
* Fixed crash if not connected to the internet when requesting a CaravelNet key.
* Fixed demos featuring temporal split tokens crashing and displaying improperly.
* Fixed assertion when flying a fegundo out of the room edge.
* CaravelNet Cloud sync fixes.
* Fixed: invulnerable NPCs should not be killable by the player's weapon on room entrance.
* Fixed: thin ice created by fluff babies does not support bridges.
* Fixed: undoing a death should count against the consecutive undo limit.
* Room editor fix: placing pits under fluff now allowed, etc.
* Fixed: clicking on a bomb to highlight its range in-game was displaying the combo effect.
* Fixed: hold mastery notice appearing multiple times when re-clearing secret rooms.
* Improved CaravelNet Notice UI handling.
* Fixed: default music tracks should not change to a different mood when restarting the room.
* Added missing sound when taking a screenshot via F11.
* Fixed: ambient music mood should not change when destroying tarstuff, unless babies were created.
* Fixed "
No focus plays music"
player setting not being applied on startup.
* Fixed aggressive exiting of the Level Start Screen.
* Cosmetic fixes with blood and death effects.
* Fixed docs in a few places.
-----
I'm hoping to have players try out this new build and confirm that everything mentioned in the above list is fixed. If you do this, please post a reply in the topic for that issue stating that you've verified the fix in this 5.0.1 build.
You can also wait a couple days until we release 5.0.1 officially, but since we're moving quickly on this first maintenance release, it would behoove you to check that this version will not cause you any more grief than 5.0.0 might be. If you find something, we can fix it up for 5.0.1. If we don't receive any feedback, we'll release 5.0.1 anyway, and then it will likely take longer to have those same hypothetical issues resolved for a later version 5.0.2. So, I'm hoping we can get some good support to confirm all the above issues are fixed and no new bugs were introduced in 5.0.1. Thanks so much!
____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
[Last edited by mrimer at 08-03-2014 01:01 AM]