Below is the list of changes included in version 1.2.8 of DROD RPG.
A big thank-you to hyperme for developing many of these fixes and additions!
Legend:
+ Addition
* Bug fix
! Change in behavior
Editor:
+ Expose
multi-use pressure plates in editor menu (rotate to select).
PR
+ Expose
Hard Wall as a script command Build/Wait for item option.
Topic PR
+ Expose
NPC defeated as a script event check.
PR
+ Playtesting: Support modifying custom variables in
F4 dialog.
Topic PR
* Room editor: Cut-and-pasting armed entities doesn't track sword positions correctly.
Topic PR
* Update editor placement restrictions
PR
Scripting:
! Imperative Die now processes immediately following a Wait For Defeat script command triggering.
Topic PR
! Wait For Defeat is now satisfied when an NPC on tarstuff is defeated.
Topic PR
! Apply Goblin and Wyrm weakness for Accessories
Topic PR
+ Add command coloring, alphabetized ordering, and hotkeys to scripting.
PR
* Script var changes to player position now work.
Topic PR
* _ItemHPMult (etc) could have floating point imprecision when applied, potentially resulting in values one less than intended.
Topic PR
* Fixed scripts becoming global (a) not being migrated to global list immediately on room entrance, and (b) running twice at once when converted on a later turn.
Topic PR
* Make predefined vars _X, _Y, and _O accessible outside of an NPC script.
PR
Game play:
! Fix any monster on tarstuff will now maintain a tarstuff tile underneath it while alive, and the tarstuff is removed when it is killed, just like how a tarstuff mother operates.
Topic PR
* Fix monster stats resetting on room re-entry after loading game
Topic PR
* Fix monster HP might not be set properly when exploring a room that was being previewed on the minimap.
Topic PR
* Fix previewed rooms disappearing from the minimap in multiple cases (e.g., after picking up a map item, then undoing/restoring game).
Topic PR1 PR2
* Prevent script setting player HP to 0 on room entry
Topic1 Topic2 PR
* Prevent scripted explosion on turn 0.
Topic PR
* Scripted token activation, questions, and event checks not occurring on turn 0 when (re)initializing the room.
Topic PR
* Minimap room preview should use player's current stats for combat resolution.
Topic1 Topic2 PR
* Fix player tweening effect when restarting room after entering with Player Role None.
Topic PR
UX changes:
+ Add mirror movement animation.
PR
+ Add new INI options for alternative full screen app management under SDL2.
PR
+ Level editor screen: Now F3/F4 summary stats display shows red and black gate counts, as well as tallies for open doors.
Topic PR
* Fixed light rendering glitches and artifacts.
* Multiple weapons on same tile had fluctuating display.
Topic PR
* Fix armed monster flickering with weather effects.
PR
* Fix some minor light rendering glitches and subtly changed certain properties of how the light and shadow rendering are animated.
PR
* Falling entity's weapon now displayed.
Topic PR
* Fix assertion when player falls to his death with sword pointing out of the room.
Topic PR
* CaravelNet: Fix potential hangs and missed updates when uploading demo scores and server is not responding properly.
Topic PR
* Bump effect fixes.
Topic1 Topic2 Topic3 PR
* Play Video display glitch following video playback.
Topic PR
! Vision token tarstuff opacity decreased from 80% to 65%.
Topic PR
! Now stagger timing of when vermin disappear.
Topic PR
! Anti-alias the white font on the game and room editor screens.
PR
! Orb activation flash now fades out smoothly.
PR
! Restore Screen focus now begins on save game list box.
Topic PR
Third-party libraries
* Now using SDL2 instead of SDL for the GUI.
____________________________
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 08-09-2023 04:24 PM]