Hello!
Here is the list of changes here that will be included in the 5.1.1 patch.
The latest build (5.1.1.RC.2023-09-06) is attached at or near the end of the topic.
I can't take the credit for most of these. They're skell's, hyperme's, and kieranmillar's changes. They implemented some great improvements and bug fixes. Give thanks to them for being such stand-up and active forumites!
I'll be adding to this list as more changes are locked in and posting more beta patches for test validation if needed.
Legend:
+ Addition
* Bug fix
! Change in behavior
Library updates
! Upgrade SDL2 (2.0.12 ->
2.26.1)
Topic PR
File Export/Import
* Memory footprint was optimized on import. Fixes crashes/inability to process large files.
Topic PR
* Fix regression in early 5.1.1 builds: Crash/corrupted played save data when importing newer versions of holds
Topic PR
* Fix: Crash on hold update when the player has a lot of relevant internal data to upgrade.
Topic PR
* Hold import crash/fixes.
Topic PR
Game logic
Room elements
Aumtlich:
* Second pass of processing gaze acts as it does on a half-turn (i.e., won't damage orbs).
Topic PR
Briar:
* Fixed: cut briar can grow as a single connected component.
Topic PR
Clones:
* Fixed clone switching reordering monster movement and more.
Topic PR
! Fixed inconsistent clone damage rules for alternative roles.
Topic PR
Fegundo:
* Mark fegundos as "
friendly"
; killing a fegundo or ashes won't remove player stealth.
Topic PR
Gentryii:
* Fegundo will now explode when moving against diagonal gentryii chain.
Topic PR
* Citizens will no longer move diagonally across a gentryii chain.
Topic PR
* Fix gentryii pathmapping update issues.
Topic PR
! Wall-building can now happen on gentryii chains.
Topic PR
Platforms:
* Fix: crash when NPC moves a platform.
Topic PR
Powder Kegs:
! Now stabbed powder kegs will explode immediately (instead of all together later on in the turn).
Topic PR
Serpents:
! Will now continue to move when a brain smells an invisible player, but no path from the serpent to the player exists.
Topic PR
Puffs:
! Humans now consider puffs as movement obstacles.
Topic PR
Squad horns:
! Allow wall-based roles to activate.
PR
Tarstuff:
* Remove unstable tarstuff after pushing fluff onto mother
Topic PR
* Fix: Tarstuff construction destroys mother-supported Tarstuff
Topic PR
* Fix: Tarstuff gates toggle when room goes from zero tarstuff to zero tarstuff
Topic PR
* Dagger no longer prevents babies from spawning on its tile.
Topic PR
Temporal tokens:
* Cancel temporal recordings when player's role changes
Topic PR
* Temporal projection damage fixes with various player roles
Topic PR
* Temporal projection will no longer perform a "
wait"
move when pushed (e.g., killing it on a hot tile).
Topic PR
* Wubba temporal projection should not die to slayer body kill;
* ...and temporal projection stepping on a power token should gain appropriate abilities.
Topic PR
* Player/temporal projection w/ stealth that bodykills a friendly creature no longer becomes a monster target.
Topic PR
* Prevent Time Token activation on the same turn a player double is placed.
Topic PR
* Tarstuff switchers should switch type of tarstuff baby temporal clones.
Topic PR
* Retain sword state of custom player roles with temporal clones
Topic PR
* Fix temporal projections not indicating their path correctly when bumping into something.
Topic PR
Other tokens:
* Double de-activating a disarm token now causes doubles' weapons to appear immediately.
Topic PR
Interactions
Alternate player roles:
* Non "
player double"
types wouldn't trigger a "
bump obstacle"
event.
Topic PR
* Squad horns don't work (path) properly for some player roles.
Topic PR
* Fix wubba clone hot tile damage.
Topic PR
Body kills:
* Prevent body kills from seep/slayer/waterskipper when weapon is on the player
Topic PR
* Allow slayer/guards to body-kill other monsters when armed with dagger
Topic1 Topic2 PR
Dagger kills:
* Guards with daggers can now kill vulnerable characters, consistent with player dagger kill logic.
Topic PR
! Guards/Stalwarts: Improve bump-kill logic with dagger.
Topic PR
Building:
* Fix: constructed relay stations are non-functional; should inherit a building citizen's color group.
Topic1 Topic2 PR
Pushing:
* Prevent illegal NPC pushing moves
Topic PR
* Fixed bug: player can be pushed over Gentryii chains
PR
* Slayer that is pushed away from his wisp now has the wisp extended into the previously occupied tile.
Topic PR
* Pushing player onto caber is no longer allowed; pushing player into a caber with a caber will kill the player.
Topic PR
Room entrance:
* Placing a player double on turn zero should not cause bridges to fall or aumtlich beams to fire that same turn.
Topic PR
* Exiting level via stairs on room entrance will no longer occur automatically.
Topic PR
* Do not allow room entrance onto lightpost, relay station, or fluff.
Topic PR
Room exit:
! If anything happens to un-conquer the room on the turn when exiting an otherwise conquered room, the room still counts as conquered.
Topic PR
Scripting:
* Fix crash on using an invalid room layer in a character script with Image Overlay command.
Topic PR
* Fixed bug: could build briar on player
PR
* Prevent Generate Entity script command from making the 'Neather
PR
* Character w/ imperative Brain Visible Obstacle: now pathmap is recalculated on Appear/Appear at/Disappear/Imperative {Die, Die Special}.
Topic PR
* Fix apparent non-deterministic movement-based actions.
Topic PR
* Fix that room won't clear if cleared on a turn a script question is asked.
Topic PR
* Global scripts should not run "
no move"
commands twice during room initialization.
Topic PR
* Wait for/generate "
evil eye (active)"
now works.
Topic PR
* Fix case with pathing <
single step>
halting script while no moves are made.
Topic PR
* Fix: building sheathe-impacting room element will update sheathing for any weapon-wielding entity immediately.
Topic PR
* Fix bridge building issues.
Topic1 Topic2 PR PR2
* Turn Into Monster now preserves weaponless state.
Topic PR
! Building fuse/powder keg on a tile now won't remove the other.
Topic PR
! If ... Set Player Weapon OFF: Now considers whether the player has been disarmed by a token or oremites.
Topic PR
! Merging yellow doors now merges and resolves multiple connections to the same activation agent.
Topic PR
Gameplay experience
+ Fixed SDL2-based app not minimizing on losing focus. New INI options for managing full screen/windowed app settings.
Topic PR
+ Now pressing ESC during a (potentially looping) death animation exits to Title Screen. Continue save slot is made on the turn before death.
Topic PR
+ Users can now override the common/user-specific data directory selection with using a DataPath.txt file by starting with command line option "
commondatadir=0"
or "
commondatadir=1"
.
Topic1 Topic2 PR
+ Clicking on Halph now highlights the path he is taking to an orb.
Topic PR
* Graphics and sound management improvements when gameplay is paused/loses focus.
Topic PR
* Fix crash when touching an untraversable room edge and enabling room lock, then undoing.
Topic PR
* Fix crash from monster memory leak.
Topic1 Topic2 PR
* Fix potential hangs and missed updates when uploading demo scores and server is not responding properly.
Topic PR
* Operations like clone switching should not consume a move undo.
Topic1 Topic2 PR
* Fix: Right-clicking a room tile during play doesn't show covered items (t-layer items).
Topic PR
* Minimap may not show the room's current state on "
Exit Level!"
message.
Topic PR
* Fix beep when mirror/briar covers burning fuse on a half-turn.
Topic1 Topic2 PR
* Fix dual death sounds playing when critical NPC is killed.
Topic PR
* Fix monster hiss sound on clearing room while player role is None.
Topic PR
! Room preview from clicking on minimap now applies the game's current variable values in displaying the room.
Topic PR
! Sound effects will now pause on Alt-Tab even when "
Play music on focus"
option is not selected.
Topic PR
! Vision token tarstuff opacity decreased from 80% to 65%.
Topic PR
! Sfx: now multiple instances of the same sound effect triggering simultaneously will be quieter.
Topic PR
! Sfx: subtle frequency modulations for orb strikes, mirror smashes, and tarstuff splats.
PR
Demo screen/playback
* Fix crash when temporal token is applied while speech is playing.
Topic1 Topic2 Topic3 PR
* Fix high-score demos you download being hidden instead of deleted (preventing future re-download).
Topic PR
* Demo descriptions now include mention of kills via briar and adder. Generalize pronouns.
Topic PR
* Fix lighting not updating when rewinding moves.
Topic PR
Level/Room editor
+ New INI entries to play more music variety in the editor.
Topic PR
+ Add Enter/ESC hotkeys for character options dialog box
Topic PR
* Fix item/monster placement issues
Topic PR1 PR2
* Fix gentryii head orientation glitch.
Topic PR
* Character options dialog: large sequence values crashed the game.
Topic PR
* Cut-and-pasting armed entities doesn't track sword positions correctly.
Topic PR
* Fixed allowing gentryii cut-and-paste diagonally over another.
Topic PR
* Fixed some menu tooltips that weren't appearing.
Topic PR
* Fix losing long monster during placement by changing menu tab or selected monster type.
Topic PR
* Now can no longer modify world map settings on a hold you don't have permission to edit.
Topic PR
* Optimize deleting many script commands at once.
Topic PR
* Fix beep when copying a level across holds.
Topic PR
* Fix pressing F2 to generate hold variable reference in paste buffer lists variables incorrectly.
Topic PR
! Reduced time for menu tooltips to appear from 1s to 0.5s
Topic PR
! Can now place bombs on doors
Topic PR
! Now editing hold, level, and character names will strip newline and tab characters from the name.
Topic PR
! Hold author now always sees which rooms contain challenges.
PR
! Improve editor placement restrictions.
Topic1 Topic2 PR
Restore game
* Pressing "
Hold Start"
on Restore Screen now updates displayed level stats.
Topic PR
Settings Screen
* Slider widget now informs the game to update state when value changes.
Topic PR
Cosmetic
* Briar consuming light posts will now remove the lighting from the room.
Topic PR
* Player's light rendering improperly while placing a double.
Topic PR
* Fix: PNG image overlay displaying incorrectly
Topic PR
* Fix rendering issues during death animation.
Topic PR
* Fix: Image overlay opacity not reset after death animation
Topic PR
* Fix: Image overlay which use DisplayTurns can now use timed commands after it
Topic PR
* Room editor: fluff w/o other tarstuff will now highlight targates in room as an error.
Topic PR
* Fixed entity and sword sprite flickering for transparent entities (e.g., when player is invisible).
Topic PR
* Fixed NPC sword flickering in low-light conditions.
Topic PR
* Stun effect sometimes being rendered when it shouldn't.
Topic PR
* Falling entity's weapon now displayed.
Topic PR
* Fix sword rendering issues at the edge of the room.
Topic PR
* Wall outline missing in one spot for some wall configurations.
Topic PR
* Speaker happy mood appeared when the room is cleared.
Topic PR
* Fixed strange eye flickering on face portrait during death animation.
Topic PR
* Fix drawing wading graphics for (dying) young Halph.
Topic PR
* Face display fixes.
Topic PR
* Scripted effects are now processed and displayed on the turn the player dies.
Topic PR
* Fixed potential de-syncs in displaying scripted images.
Topic PR
* Room darkness isn't rendered properly on some game elements (e.g., thin ice).
Topic PR
* Building thin ice had rendering issues.
Topic PR
* Fixed mirror disappearing when moving it, undoing a move and moving again on the same frame.
Topic PR
* Multiple weapons on same tile had fluctuating display.
Topic PR
* Fix double placement cursor area not redrawing in some cases.
Topic PR
* Fix extra lighting applied to mirror/keg destination tile when pushed next to water, where ceiling light is.
Topic PR
* Game effects now pause when app doesn't have focus.
Topic PR
* Bump effect fixes.
Topic1 Topic2 Topic3 PR
* Play Video display glitch following video playback.
Topic PR
* Now aumtlich gazes won't disappear during double placement.
Topic PR
* Fix brief flash of the level entrance room in the wrong style as Entrance Text Screen fades in.
Topic PR
* Fix: Invisible scripted character dialog missing
Topic PR
* Fix: Placing doubles extends Image Overlay display turns
Topic PR
* Fix: Disarmed custom graphic sprite display for weapon-having NPCs
Topic PR
* Fix: some long-lived screen effects not displaying.
Topic PR
* Fix: custom character face not displaying.
Topic PR
* Fix lock room indicator not appearing.
! Anti-alias the white font on the game and room editor screens.
PR
! Now stagger timing for when vermin disappear.
Topic PR
! Orb activation flash now fades out smoothly.
PR
Help docs -- Included in patch executable; not included in the dev builds in this topic
* Fix script movement imperative descriptions.
Topic PR
* Improve explanation of "
Environmental Effects"
slider, plus added large tick marks.
Topic PR
CaravelNet
* Fix Change Location Screen not updating to inform about hold updates.
Topic PR
Steam builds
* Windows: Fix game not starting for users with non-ASCII characters in their Windows username. Game now converts Unicode to UTF8 instead of ASCII to open files. (Also, future-proofing for more UTF8 support.)
Topic PR
Pending:
* Englos Defense crash when path blocked.
Topic 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 09-29-2023 04:20 PM]