As part of the process to get 5.2 to release, several demo checks have been run to find rooms that might have been broken or affected by behavior changes. After cleaning up some regressions, there are still rooms that need checking if they can still be solved.
Rooms with invalid #1s
These are rooms that need to be replayed in 5.2.0.808, to check if that they can still be cleared. I've checked a few of them, and others have valid non-#1 demos, but I'll list all the things that cropped up. Rooms are organised by the (suspected) root cause of the demo failure.
Rooms marked with [D] have valid non-#1 demos
Rooms marked with [H] have been checked by me and found to be valid
Rooms marked with a username have had a working demo provided by that user.
Fix to horn path tie-breaking
As with other pathfinding, horns had an issue where the tie-breaking was essentially non-existent. Tie-breaking has now been added, with lower X positions preferred on North and South edges, and lower Y positions preferred on East and West edges. Edge preference is NWES overall, but a higher East edge will be picked over a lower West edge. Obviously, this only applies to squares equally close to the player when they toot a horn. Affects ten rooms:
Click here to view the secret text
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Gunthro and the Epic Blunder: Daskeran Caves:
2 East [H]
Gunthro and the Epic Blunder: Daskeran Caves:
3 East [H]
Gunthro and the Epic Blunder: Inauro Canyon:
1 North 1 East [H]
Diamond Dungeon: Level Seven:
3 North [H]
Xindaris' First Hold: Rank and File:
1 South, 1 East [Xindaris]
Cramped Confines: Cornered:
Entrance [D]
Cramped Confines: Infested Swamp:
Entrance [H]
The Twelve Days of Christmas: Grab Bag:
Entrance
Rapid Architecture: Vote for me!:
1 East
Make a Good Drod Level Compilation: The Orthogonal Road...?:
2 South [D]
Wall lights make Activate item non-blocking
Weird technical interaction with wall lights and scripts. For most objects, activating them counts as the NPC's move for the turn. Wall lights don't, but also extended that to any other object on the tile. Only affects one room:
Jmit' 2: First Level:
4 North, 3 East [H]
Brained construct
Brained constructs now path around oremites when possible. Affects one room:
Pass the Hold Around: Division of Labour:
1 North, 1 East [H]
Puffs killing seep
Puffs can now kill seep. Affects one room:
Ouroboros: Oasis:
2 South, 1 East [Dragon Fogel]
Temporal projection vulnerability change
Golem and construct temporal projections are no longer immune to being body-killed by the player. Affects seven rooms, all in
The Descent of King Hesper:
Click here to view the secret text
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The Descent of King Hesper: Interlude: Emergency Protocol:
2 South, 2 West [H]
The Descent of King Hesper: Interlude: Emergency Protocol:
3 South, 1 West [D]
The Descent of King Hesper: Interlude: Emergency Protocol:
2 South, 4 West [D]
The Descent of King Hesper: Interlude: Emergency Protocol:
2 South, 1 West [D]
The Descent of King Hesper: Interlude: Emergency Protocol:
2 South, 3 West [D]
The Descent of King Hesper: Interlude: Emergency Protocol:
5 West [D]
The Descent of King Hesper: Interlude: Emergency Protocol:
1 North, 4 West [D]
That's all folks! Well, almost.
Holds that need fixes
Four holds require updates, all due to the same change. In 5.2, the Set player weapon command can be overridden by _MyScriptX,. This has broken rooms in four holds. The holds, and affected elements are:
Lavender Levels - Conways
Blockerture Science Laboratories - Teleport Blocks [Hold updated!]
Equine Enterprise - Horse [Hold updated!]
The Custom Element Contest Compilation - Pixie [Hold updated!]
I'll also be sending PMs to architects of affected holds.
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[Insert witty comment here]
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[Last edited by hyperme at 04-20-2025 02:35 PM]