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Thread: KeeperFX Unofficial - continued development - alpha builds

  
  1. #311
    Mapmaker
    Join Date
    Jan 2012
    Location
    Bristol, United Kingdom, United Kingdom
    Posts
    145

    Default Re: KeeperFX Unofficial - Alpha 2037

    I've just upgraded to 2042 and my creatures keep killing the enemies when I have imprison on. This is strange just for feedback I'll be removing this option I think

  2. #312

    Default Re: KeeperFX Unofficial - Alpha 2037

    Quote Originally Posted by shortmicky View Post
    I've just upgraded to 2042 and my creatures keep killing the enemies when I have imprison on. This is strange just for feedback I'll be removing this option I think
    O, sorry, I see I accidentally kept 'NO_STUN' at [shot21] in magic.cfg, I probably put it there for testing at some point. I'll fix it for the next alpha, but no need to downgrade, you can simply remove it yourself from your own config file.

  3. #313
    Troll
    Join Date
    Jul 2016
    Location
    United Kingdom
    Posts
    257

    Default Re: KeeperFX Unofficial - Alpha 2037

    Quote Originally Posted by YourMaster View Post
    O, sorry, I see I accidentally kept 'NO_STUN' at [shot21] in magic.cfg, I probably put it there for testing at some point. I'll fix it for the next alpha, but no need to downgrade, you can simply remove it yourself from your own config file.
    I remember seeing that there and wondered why.

  4. #314

    Default Re: KeeperFX Unofficial - Alpha 2037

    it is strange, at me sometimes the stun goes well and sometimes goes not ... ok I'll remove the words form the magic.cfg :-) thanks a lot.

  5. #315
    Troll
    Join Date
    Jul 2016
    Location
    United Kingdom
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    257

    Default Re: KeeperFX Unofficial - Alpha 2037

    Quote Originally Posted by Simone Marcolla View Post
    it is strange, at me sometimes the stun goes well and sometimes goes not ... ok I'll remove the words form the magic.cfg :-) thanks a lot.
    I'm guessing that's because some creatures use swing_sword (which mistakenly has NO_STUN), whereas others use swing_fist (which doesn't).

  6. #316

    Default KeeperFX Unofficial - Alpha 2046

    I've uploaded a new version: Alpha 2046.

    What's new:

    • Fixed creatures spells taking too long to go off cooldown
    • Removed NO_STUN property accidentally left on melee attack that made units kill even with imprison on
    • Made HAILSTORM a melee attack again (in addition to ranged attack) like it used to.


    This should fix the issues introduced in the alpha's. Special thanks to all the people who provided feedback.

  7. #317

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    I've noticed if creatures (in my case mistresses) are in a fight and they go near a door DURING the fight they stop attacking the enemy and focus on the door instead.
    I have the latest alpha 2046 and overwrited all the files, keeperfx.cfg included.

  8. #318

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Sounds weird, I'll investigate. Do you perhaps have a saved game where I can see it, or a suggestion for a map where it's easy to test?

  9. #319

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    I don't have a save, I was playing Caddis Fell level. I'm sure you can replicate it anywhere though.

    Also, I was playing Paladitz level, and after a battle the sprite of a level 10 dragon shrinked to a level 1 (?) after a battle, I don't know what happened though I was looking elsewhere.

    I uploaded the save regarding the shrinked dragon sprite, if it helps.



    Going off topic here, is it possible to add mouse wheel scrolling on the fight window to use spells on creatures more effectively? or there is already?
    Attached Files Attached Files
    Last edited by Rhaelyx; March 5th, 2020 at 15:09.

  10. #320

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Yeah, I think I can add wheel scrolling to the battle menu.
    The issue with the tiny-dragon is this issue I think.

    And I tried, but haven't managed to reproduce your issue with doors. I'll keep my eyes open though.
    Last edited by YourMaster; March 5th, 2020 at 15:45.

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