A Windows build of DROD 5.2 is available for early access playtesting and validation.
5.2 contains new game features and improvements (see below). A big thanks to skell and hyperme for many of the improvements featured in this release!
5.2 summary
5.2 primarily contains many new custom scripting features, in addition to bug fixes and usability improvements.
Early access caveats -- read this first!
Version 5.2 is a major version upgrade. 5.2 is backwards compatible with previous game versions of DROD:TSS, but you can't take a .player or .hold file (etc) exported from 5.2 and import it into version 5.1.1 or earlier.
As an early access build, the "
5.2 dev"
attachment on this thread is a set of files that are intended to replace files installed in a (non-Steam) DROD:TSS installation. As a dev build, these files may have stability issues on your system.
First, please go to your DROD:TSS installation's main directory and back up files matching the names of the files included in this attachment. Then, extract these files into your DROD:TSS install directory.
Applying more recent 5.2 patches
We are creating incremental patches for 5.2 with additional improvements over time. To apply these patches, simply download and install the newest patch files over the top of the ones included in this post.
5.2 data management
By default, the game will continue to utilize your pre-5.2 player data directory. Naturally, if you import or build holds with new 5.2 features, these won't work when using the holds in 5.1.1 or earlier. If you want to maintain a distinct location for 5.2 player data files to avoid hold compatibility issues, you must create a
DataPath.txt file in the game's install folder alongside the drod.exe file. Place a line in this file that lists the path to your intended distinct data directory, twice, like this:
<directory path>;<directory path>;
This informs the game on startup where to maintain your player data. For instance, providing
.\Data;.\Data;
will maintain a player data directory directly inside the app installation folder. If you go with this option to create player data within the installation location itself, you will typically need to
Run as Administrator when playing the game to allow Windows to write to these player data files.
As an early access development build, there are likely stability and functional issues in the current version.
Please report any new bugs observed in 5.2 by creating new topics on this Bugs board.
For developers, feel free to contribute change requests or track our progress on
GitHub.
Thanks for trying out this early access build of 5.2!
---------------------------------------------------------
What's new in DROD 5.2?
v5.2 includes the
changes made in 5.1.1, plus the below improvements and additions.
Keep watching this space for further changes as development on 5.2 continues.
Current 5.2 Change Log
Legend:
+ Addition
* Bug fix
! Change in behavior
New export file format
! Export memory format change enables optimization to avoid out-of-memory issues on 32-bit builds. (
pre-PR) (
5.2 commit).
Game files exported from this version cannot be imported into pre-5.2 game versions.
* Regression fix: crash on hold import with NPC.
Topic PR
UX improvements
+ Puzzle mode dialog (Alt-F3 default): expanded range of puzzle mode display configurations.
Topic PR
+ Improved key remapping. More commands can now be remapped, and modifier keys are supported.
Topic PR
+ Improved demo playback UX.
Topic PR
+ Add player config setting to enable window resize.
Topic PR
! Enlarge script command dialog box.
PR
Rendering fixes
* Regression fix: Room LOCK indicator disappears.
Topic PR
* 'Outside' weather change redraw fix.
PR
* Fix: Fegundo has sword drawn when falling into pit.
PR Topic
* Fix: mimic swords flash pink.
PR Topic
* Fix: editing doors in the editor has flashing effect when selecting many doors
Topic PR
Scripting
+ Add support for two new mappable "
special command"
keys, usable in custom scripting.
Topic PR
+ Add script expression parsing support for primitive functions with parameter lists (see
PR for details)
+ Add _MyColor variable, providing customizable color tinting.
Topic PR
+ Wait for Weapon script command
PR
Wait for Weapon halts script execution until a weapon is present at the specified (x,y) location. Via script flags, specific weapons can be detected.
+ Set Behavior script command.
Topic PR
Room interaction, monster targeting, and damage immunity flags
and
Activate pressure plates, push monsters, and push-to-fall immunity PR
and
MonsterTarget and MonsterTargetWhenPlayerIsTarget (also CanBeNPCBeethro, to preserve functionality).
PR
+ Imperative: Friendly, Unfriendly
PR
+ Goto Smart script command.
Topic PR
+ Smarter script flow control structures
+ Push Tile script command.
PR A command to perform a (staff) push at a given tile and direction.
+ Set Movement Type script command.
PR
+ More Attack Tile script command options.
Topic PR
+ New script commands to alter room environment
Topic PR
+ Add support for using _MyScriptX to override Set Player Weapon selection.
Topic PR
+ Add a _MyName variable to NPC scripting.
Topic PR
+ Add _RoomX/Y variables to return the relative room coordinates.
Topic PR
+ Add support for Ghost Display NPCs to be right-clicked.
Topic PR
+ Add new Image Overlay commands: AddX/Y, DisplayRectModify, Group/CancelGroup.
PR
+ Add "
Set Var At"
(x,y) script command.
Topic PR
+ Add _CharacterType script variable primitive.
PR
* Wubba and Citizen-Based NPCs now killed by hot tiles and fire traps.
Topic PR
* Fix: NPCs with "
pushable by weapon"
and "
both"
imperatives set should still be harmed by hot tiles.
Topic PR
* Default script command list box fixes.
PR
+ Add support for custom face image moods.
Topic PR
+ Add script option to place a "
swirl"
effect on a tile.
Topic PR
+ Wait for * multi-conditional script commands.
Topic PR
+ Many other new scripting features
PR (see for details)
+ NPC options: Avoid Firetraps and Avoid Puffs behaviors
Topic PR
Game logic improvements
+ Citizen pathmaps: Add shading to visited relay stations
Topic PR
* Halph/Slayer delayed room entry logic fixes.
Topic PR
* Allow timeclones to step kill golem/construct players
Topic PR
* Fix slayer pathmap to unusable orb/pplate.
Topic PR
* Fix problems with squad horns on room edges
Topic PR
* Fix copying Set Var At commands cross-hold
PR
* Fix temporal projection arrow obstacle check tunnel move
Topic PR
* Constructs: Encourage brained pathmapping around oremites
Topic PR
* Constructs: Fixes for brained pathmapping
Topic PR
* Add clear tie-breaking for horn entrance selection.
Topic PR
* Slayer: fix bad orb/plate target logic.
Topic PR
* NPC pathing: Reset character pathing goal after "
single step"
Move To command.
Topic PR
-------------------
Pending:
+ Add script command to reset _MyScript variables.
Topic PR
+ Add script command Set Player Behavior.
Topic PR
+ NPC: Add support for custom speech color.
PR
* Fix: Zero-speed characters animation
Topic PR
! Room LOCK now also blocks movement onto master and win walls.
Topic PR
+ New script commands: Count entity type and Count item.
Topic PR
! Update SDL_ttf to version 2.20.1. Update tomnr.ttf file to a newer version without rendering issues.
PR
+ Script behavior: Only Process On Full Turns
Thread PR
+ Image overlay: Add commands to cap turn and time duration.
PR
* Fix interaction when pushing character off of falling tile
PR
* Fix demo playback cuts off the last turn.
Topic PR
* Fix: Check script completion after question answer processing.
Topic PR
+ Range highlighting for invisible temporal projections.
Topic PR
+ Script command vars to access player weapon and input.
Topic1 Topic2 PR
* Allow wall movement characters to be pushed through solid tiles.
Topic PR
+ Script commands:
Add Wait for/while item group.
PR
Add Set player state.
PR
Add Select Square.
PR
____________________________
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 11-19-2024 02:29 AM]