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Thread: KeeperFX Unofficial - continued development - alpha builds

  
  1. #391

    Default KeeperFX Unofficial - Alpha 2101

    I've uploaded a new version: Alpha 2101.

    What's new:

    • New Level script command: IF_SLAB_TYPE[xpos,ypos,slabname]
      - Xpos and ypos are the coordinates of the map, use ADiKtEd to find them easily
      - Slabname is the name of the slab from terrain.cfg
      - Mapmaker can use it to determine if a specific slab has a specific room or has been mined or claimed
    • New Level script command: IF_SLAB_OWNER[xpos,ypos,player]
      - Checks if said slab belongs to the player
    • New Level script command: CHANGE_SLAB_TYPE[xpos,ypos,slabname]
      - Mapmaker can use change on slab type into another one
      - Only first 41 slabs are supported. So unfortunately, no GEMS.
    • New Level script command: CHANGE_SLAB_OWNER[xpos,ypos,player]
      - Mapmaker can change the owner of a slab to 'player'
      - If the slab has a room on it, the entire room will change owner
      - Unclaimed path will change into claimed path
    • PLAYER_NEUTRAL accepted as a player in the level script
      - Won't work for all commands, but does on these new ones.
      - Also use it to for example place neutral units on the map with a script
    • Fixed the -q command line option
    • Right-clicking on creatures in the sidebar now works when playing as non-red players as well
    • Spell effects from shots now configurable though magic.cfg
      - Use the new magic.cfg or you'll break your game
      - Useful for campaign makers and modders only
      - Give the missile the freeze effect, or fireball a heal effect, or whatever you want
    • Sleep_experience now also accepts values above 256
    • Added NO_IMPRISONMENT creature property
      - Not used by default
      - Can be used to make a creature type die even with imprisonment on
    • Fixed recently introduced issue where 'slow gas'(not used in the game by default) would do damage.
    • Some code improvements that should make no gameplay difference

  2. #392

    Default KeeperFX Unofficial - Alpha 2111

    I've uploaded a new version: Alpha 2111.

    What's new:

    • New Rules (to be set in rules.cfg or with the SET_GAME_RULE script command):
      - GemEffectiveness: Speed of mining gems
      - RoomSellGoldBackPercent: How much money you get back when selling rooms
      - PayDayGap: Game turns between pay days, normally this is 10000 turns, so 500 seconds
      - PayDaySpeed: The normal speed is 100%, set it to 200 to get twice as much time between pay days
      - PayDayProgress: Sets how far along you are to payday (only in the script)
    • Fixed a bug that caused the torture screen to be available for you when other players had a knight in prison
    • Boulders no longer die when they hit unconscious units
    • Fixed a bug that allowed you to assign two units to sleep on a 1-tiled lair
    • Made sure that heroes with a defensive objective start with their objective even without access to an enemy
    • Fixed 1% offset in Stun enemy chance, which gave you a 1% chance to stun enemies when the chance should have been 0%
    • Imps will take fainted units to another prison if the current one is full, or leave it unconscious when no other one is available
    • Implemented SET_CREATURE_PROPERTY level script command
      - Use it to configure creature properties on the fly. Say, make a flying bile demon that can be hurt by gas. Or make imps unable to be taken prisoner.
      - SET_CREATURE_PROPERTY[creature][property][enabled]
      - Take the creature properties as described in imp.cfg
      - For [enabled] use 0 to turn it off, 1 to turn it on


    Reminder: Level script commands can be found here.



    EDIT:

    Because the new fix breaks the Ancient Keeper campaign (as it relies on bugs to function), you can download Alpha 2112 instead.
    It introduces classic bug modes for Ancient Keeper.
    Last edited by YourMaster; May 23rd, 2020 at 22:42.

  3. #393

    Default Re: KeeperFX Unofficial - Alpha 2111

    So many new great features, can't wait to use them in a custom campaign.

    Boulders no longer die when they hit unconscious units
    Is this settable in preserve classic bugs? Because I remember one ancient keeper level which relies on that.

    Fixed a bug that allowed you to assign to units to sleep on a 1-tiled lair
    I actually liked that feature

  4. #394

    Default Re: KeeperFX Unofficial - Alpha 2111

    Quote Originally Posted by kix View Post
    Is this settable in preserve classic bugs? Because I remember one ancient keeper level which relies on that.
    great. I'll make one.

    Edit: I made it. Will be included with the next alpha.
    Last edited by YourMaster; May 18th, 2020 at 23:00.

  5. #395
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: KeeperFX Unofficial - Alpha 2111

    Quote Originally Posted by kix View Post
    I actually liked that feature
    We can't have multiple creatures sleeping together in the same tile, think of the children.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
    Tesonu is napping!

    LOL, WFTO

  6. #396
    Mapmaker
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    Default Re: KeeperFX Unofficial - continued development - alpha builds

    I seem to be having an issue wherein creatures stop being able to find there way anywhere.
    Firstly it started with imps not being able to 'reach the treasure room'
    But I was playing a level of my own making, only to find that it suffered the same issue.
    So much so that dropping Avatar's into a torture chamber that was built in an area that they 'couldn't get to' didn't engage the torture chamber.

    I've attached my savegame, hopefully you'll see what's happening
    Attached Files Attached Files

  7. #397
    Demon Spawn UnknownMaster21's Avatar
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    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Some new interesting script options.

  8. #398

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Quote Originally Posted by shortmicky View Post
    I seem to be having an issue wherein creatures stop being able to find there way anywhere.
    Firstly it started with imps not being able to 'reach the treasure room'
    But I was playing a level of my own making, only to find that it suffered the same issue.
    So much so that dropping Avatar's into a torture chamber that was built in an area that they 'couldn't get to' didn't engage the torture chamber.

    I've attached my savegame, hopefully you'll see what's happening
    I can drop stuff into the torture chamber and have no issues, even though it's a map that almost looks designed to give pathfinding problems. Which version of the game were you playing with?

  9. #399
    Mapmaker
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    Default Re: KeeperFX Unofficial - continued development - alpha builds

    0.47u aplha 2111

  10. #400

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Quote Originally Posted by shortmicky View Post
    0.47u aplha 2111
    ok, if you notice it again, could you share a log file?

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