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Thread: KeeperFX - Test builds for version 0.4.9

  
  1. #11

    Default Re: KeeperFX - Test builds for version 0.4.9

    Thanks, they will be in the next build.

  2. #12
    Mapmaker
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    Default Re: KeeperFX - Test builds for version 0.4.9

    I’ve been playing this new alpha, loving the ability to multi build, and the ability separate and organise my levels. With almost 900 levels it’s such a nice feature to have them in separate folders so I can navigate to them easier. I know you can just edit ddisk but just saying I like this change.

    Something I meant to mention a while ago, is when my graveyard is full I get an warning that creatures can not reach my prison, also I’m playing the game in German only for that very warning to state. Your creature cannot reach the room it needs: gefängnis. So it’s showing both languages this is very odd
    Last edited by shortmicky; November 29th, 2020 at 17:37.

  3. #13

    Default Re: KeeperFX - Test builds for version 0.4.9

    I just tried and got the message 'Eurer friedhof ist nicht groß genug", which sounds correct to me. Do you have the latest sound files?
    And yes, the German translations are not complete, but you're in Luck, Endrix translated some stuff for me and in the next alpha that sentence will be fully german.

  4. #14
    Mapmaker
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    Default Re: KeeperFX - Test builds for version 0.4.9

    Click image for larger version. 

Name:	08ACAFC0-17EE-4BF5-AF80-808F38B708D5.jpeg 
Views:	64 
Size:	3.54 MB 
ID:	2101I get the audio. Sorry I meant the message that falls down.
    it is in english and then gefängnis is the prison.


    Thanks for letting me know I look forward to it

  5. #15

    Default Alpha 2282

    I've uploaded a new version: Alpha 2282.

    What's new:

    • Fixed a bug that caused attacks to never miss
    • Fixed a bug that allowed players to sell enemy traps with Alt
    • Fixed a bug that caused rebounded projectiles to go over the shooters head
    • Many new level scripts:
      - COMPUTER_DIG_TO_LOCATION (makes a computer dig somewhere)
      - SET_SACRIFICE_RECIPE (makes a level specific temple recipe)
      - REMOVE_SACRIFICE_RECIPE
      - SET_BOX_TOOLTIP - Allows you to set a custom tooltip for the custom mystery box
      - SET_BOX_TOOLTIP_ID - Same, but from the language files
      - SACRIFICED[creature], REWARDED[creature] flags - Allows scripter to see what has been sacrificed, gained from sacrifice AND trigger sacrifices
      - CUSTOMPUNISH/CUSTOMREWARD Sacrifice functions that set script flags
    • It's now possible to alter Hero parties in the level script based on IF-statements
      - This is an effective workaround around the party limit
    • Computer players can now bridge across lava, or dig around lava, on non-attack tasks.
      - Took away blue's bridge on lvl8 to stop him from taking the barbarian gold
    • Lots of translation updates
      - Several campaigns now translatable
      - Everything translatable is translated to Chinese
      - Fixes and additions to German translation
      - One-click-build controls translated to Korean
      - Custom traps translated into Spanish
    • Maps can now contain multiple textures at the same time
      - Three new map textures: Ancient Tomb, Gypsum and Lilac Stone
      - Comes with new ADiKtEd version
      - This adikted version can also place the Custom mystery box
      - Dragon secret level and 'Shores of Battle' free play level updated to show feature
    • Campaign intro/outro (atlas) speeches for Revenge of the Lord campaign
    • Query shortcut can now be used on prisoners
    • Fixed custom terrain.cfg not loading on custom campaigns.
    • Fixed multiple !-messages spawning when heart was under attack
    • Fixed a possible crash on snapping camera to angle
    • Fixed a bug where Armageddon spell teleporting claiming imps would destroy the heart
    • Increased pathfinding triangles
    • Better animation when creatures eat a chickened friend
    • Vampires now lose spells when leveling down
    • Light creature spell now works (it makes them light up)
    • Added ILLUMINATED creature property, can be set through script to make creatures light up
    • IMMUNE_TO_DISEASE creature property can now also be set through SET_CREATURE_PROPERTY command
    • Victory sound no longer plays when you kill your own heart in possession
    • Playing Keeper sounds now works with Ctrl+F# keys. (Since SDL2 Alt+F4 works as you would expect)
    • Fix final 'Good Campaign' level to have white instead of yellow reapers
    • Fix to Assmist Isle Level 7 which bonus unit spawning at trigger point


    Here is a prototype of a new ADiKtEd version: https://keeperfx-loobinex.keeperklan...2_20201223.zip
    Press Ctrl+G to enter the new mode.



  6. #16
    Demon Spawn
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    Default Re: Alpha 2282

    The Chinese alpha! Brilliant. Credit to everyone still working on this game.

    Shout out to JieLeTian for all his Chinese translation work.

    Excellent work guys!

  7. #17

    Default Alpha 2289

    The last version crashed in fixed perspective mode. So, as a quick fix, here's the new version: Alpha 2289.

    What's new:

    • Fixed a one-click crash in fixed perspective mode
    • Made sure the translated level names were actually used
    • Destiny of the Ninja level 'Secret Ninja' (221) updated to no longer be so annoying
    • Maps with multiple textures show them on map screen now
    • Mouse -altinput mode no longer goes out of sync
    • Slabs are now configured from terrain.cfg
    • Added -timer command line option
      -timer : shows a timer that displays how long you've been playing the current level
      -timer continuous : shows the same timer, but does continues the entire campaign
      -timer game: shows the game turns in the timer


    It might be needed to delete your save/settings.dat when updating alphas. For example when you notice several controls aren't working as expected.
    Last edited by YourMaster; December 29th, 2020 at 02:07.

  8. #18
    Mapmaker
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    Default Re: KeeperFX - Test builds for version 0.4.9

    Hi

    I’ve recently noticed that the computer players, regardless of what setting I set them at. Refuse to dig towards the portal.
    it’s as if they have to dig to it from the hatchery/lair and if it’s too close to the dungeon heart, or not close enough to either of these rooms it will not dig to it.
    next time I notice this I’ll upload a save file. This has only been in this alpha.

  9. #19

    Default Re: KeeperFX - Test builds for version 0.4.9

    Good to know, and the tasks of going towards portals is different now. Which maps did you play where you notices such a difference?

  10. #20
    Mapmaker
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    Default Re: KeeperFX - Test builds for version 0.4.9

    I can't remember specifically which level, when I come across it again. I'll send the save file.

    This one that I've attached, the way it played out, was the Keeper's had no intention of tunnelling towards the portal nearest, instead, the green tunnelling around my dungeon to get the portal to the left of me, the yellow trying the same, and the blue claiming the portal closest to the yellow, maybe in an attempt to get to the gems.
    Attached Files Attached Files

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