
07-31-2018, 05:57 PM
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Super Moderator
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Join Date: Jun 2007
Location: Dallas, TX
Posts: 9,833
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Version 0.709 done list
The previous done list is here.
- made female skins point to something valid while waiting for real skins
- made female & male mail & plate skins point to something valid while waiting for real skins
- added bandits and bandit quests
- changed bridges to special rooms with bandits, guardians, or packed with monsters, etc.
- changed save version to 226
- now auto figure out what class the character is based on what skills they are using (displays top 3 specialties)
- hooked up 2 skill icons
- hooked up win/lose icons
- world can now go west/east from starting town (when there is a town)
- AreaDesertUnique9 / Shankar's Wasteland missing translation
- world can now go south from town
- changed all references to Mutant to Mutated/Mutation
- fixed adjacent levels not being set correctly
- added VictimShaderFemale
- added different skin for cold imbued mutation
- added model for horns mutation
- fixed alpha on cold imbued skin
- changed skin.tga to greyscale so could control coloring better
- removed level vertical monster level mult when can go up and down
- changed object height to be the lowest of its bounding box instead of height at the origin
- changed entity height to be the average of its bounding box instead of height at the origin
- increased shadow mapping fov from 5.0 to 6.0 (will eventually calculate needed amount based on scene)
- turned off ground causing shadows (looks bad sometimes and doesn't really add much)
- changed hills MaxTileHeightChange from 48.0 to 36.0
- changed caves MaxTileHeightChange from 36.0 to 30.0
- made a lot of bushes no longer have collision
- now model can specified heightType - default (lowest for static models, average for entities), center, average, lowest
- changed pretty much all plants to center height type
- increased mana potion mana amount by 50%
- fixed forest rock2a & rock2b collision
- fixed collision on all outdoor rocks
- reworked levels to handle height and new model collision better - deserts, forests, & grasslands
- reworked levels to handle height and new model collision better - graveyards, roads, ruins, and tropics
- reworked levels to handle height and new model collision better - towns
- tightened up some rock random sizes
- changed scorpion model to HeightType Center
- now use also center when calculating average or lowest for object height placement
- now when editor loops from last to first or first to last it beeps
- added HeightType LowestSafe (changed all fences & long walls to use)
- fixed sounds in editor (might have also fixed some issues where sounds at player shift back and forth from left
- to right speakers)
- now projectiles explode when they hit world objects
- now monster/trap projectiles don't follow ground height (are completely straight)
- updated donation lists from Patreon
- changed Berserker icon on new character screen
- hooked up 7 new skill icons
- rearranged advanced graphics options screen to fit all options
- fixed mutation experience glowing shader
- testing out drawing all entities, even if "out of view"
- fixed pits in cave having problems with height changes
- added lowest center safe height option
- fixed some problems with lowest safe and lowest center safe height options
- increased chances of NPC in house back to Zombasite level
- changed Slaughter skill to be able to use any time not just when have enemy
- showCollisionGrid command now takes into account height
- sped up falling rocks in collapsing caves scenario
- hooked up 8 new male mail skins
- brought over demonhorn, demonwalker, demonwing, demon, rapter, styrac, scorpid, and drakes
- fixed a bunch of blocks in opening screen area being marked as has house
- added Vortar Warlock
- added pain sounds for rapter, styrac, scorpid, and drake
- added regneration to Krall Warriors
- added Rylor Defender
- added footstep sounds
- added matchAttackSpeedIfFaster/matchRandomSpeed to new monsters
- added some color variants of the chaos lord
- saved out MailTurtleScale_d.tga again (game complained incorrect image type 10)
- cleaned up enhancements on new monsters to not add effects to every monster
- changed monster levels a little
- added young and ancient drakes
- fixed NoRandomEnhancements stuff
- fixed which Kralls Vortar Warlocks can spawn
- changed to allow loose connections (any open block can connect to any other open block)
- now levels can be marked to SharedOnly
- fixed styrac trying match anim speed for moving
- added forts
- fixed village names
- towns now get gates
- added fort variants
- increased chances of towers
- fixed getting all villages and no towns
- fixed possible crashes in World::getLeftMainPathHorizontalPosition and World::getRightMainPathHorizontalPosition
- fixed buildTempData running before reading in database data needed - fixes crashes, also fixes bad tile blocks on opening screen
- fixed collision on palisade & palisade2 models
- made torvas more aggressive, faster, and have faster attacks
- increased Styrac armor mult from 1.25 to 2.0
- added Chaos Lord skill to Warlock and Summoner
- added Elder Drakes
- changed drake levels some to fit in Elder Drakes
- fixed raptor move/anim speed
- added a lizard critter from rapter
- added small spider variant
- added small scorpion variant
- moved Krall levels down some (mostly Krall Scouts)
- moved Rylor levels down and Rylor Defender levels up
- moved Stalker and Stalker Hunter to higher levels
- fixed Giant Obelisk aura
- fixed AnyLevel monster stuff to not spawn them all of the time just in the specific instances meant to
- replaced bottle1 with breakable jar
- replaced sack/sakes with openable sacks
- fixed demon walker normal map
- hooked up 2 more male mail skins
- hooked up 8 skill icons
- now monsters/objects sink through the ground instead of fading out
- now fixing entity position that go out of level takes block level into account
- partially fixed gate names not matching real location
- fixed gates in shared areas
- fixed issue with gate names
- fixed a rare infinite loop in generateCaveLevel
- sped up Level::finishGenerateOutdoorLevel a little
- fixed a randomness not staying consistent in Area::buildBlockTypeMults
- fixed buildBlockTypeMults not getting called correctly for shared levels
- fixed buildBlockTypeMults not reseting values correctly each time run
- fixed not getting v next to some level names (quest in dungeon under different section of an area)
- now only 1 gate in each area
- hooked up footstep sounds for spiders, scorpions, and demon walker
- fix positions can now move entities out of fake levels
- sped up sinking on death/destroyed/used up a little
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2
Patreon
Last edited by Shadow : 08-30-2018 at 05:17 PM.
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