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Thread: KeeperFX - Test builds for version 0.4.9

  
  1. #21

    Default Re: KeeperFX - Test builds for version 0.4.9

    I can't load the save it seems. Which version did you make it with?
    I see it's from die hard dungeons, do you remember which level?

  2. #22
    Mapmaker
    Join Date
    Jan 2012
    Location
    Bristol, United Kingdom, United Kingdom
    Posts
    102

    Default Re: KeeperFX - Test builds for version 0.4.9

    With the most current alpha 2289.
    It's the 15th level of the die hard series

  3. #23

    Default Re: KeeperFX - Test builds for version 0.4.9

    I checked and it seems on that particular level it's dumb with old versions too. Here it feels the need to dig to gold first, which is positioned strangely and with 3 portals and 3 allied keepers it's hard for them to actually all get one since they can't claim across allied land.
    I'll keep my eyes open for other maps where it goes wrong though, and if you have another map in mind, please share.

  4. #24
    Mapmaker
    Join Date
    Jan 2012
    Location
    Bristol, United Kingdom, United Kingdom
    Posts
    102

    Default Re: Alpha 2224

    I've attached a screen cap of number 18 of die hard.
    I ended up claiming the portal cause the computer showed no interest in claiming it.

    Again this isn't just in die hard.

    I'm trying to re-create exactly what I experienced on a specific level where I sped the game to 512 speed and the enemy just sat there. Doing nothing to tunnel towards the portal.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	diehardxviii.png 
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Size:	293.8 KB 
ID:	2108  

  5. #25

    Default Re: Alpha 2224

    I tried a few levels before to find places where it went wrong, and found nothing yet. Now Die-Hard 18 I tried and it does go wrong there. But it went wrong in old versions too:


    That image is from v2224

  6. #26

    Default Alpha 2303

    The last version crashed in fixed perspective mode. So, as a quick fix, here's the new version: Alpha 2303.

    What's new:

    • One-click now builds/sells just one slab at a time (but 20 per second)
      - This fixes an issue where you could use one-click to bypass map specific limitations
    • Boulders now have height
      - You can fly over them
      - They can crush chickens and eggs
      - Crushing eggs has an animation now
      - Hatchery capacity should now stay correct when chickens or eggs are destroyed
    • Assigning units to battle will make sure they not flee from stronger enemies (for 8 seconds)
    • Fixed flying units from becoming active while still in the process of being dropped
      - Fixes an issue where they would always flee from battle
    • New script command:
      - CREATE_EFFECTS_LINE([origin],[destination],[curvature], [distance], [speed], [effect])
    • New Console command:
      - !magic.instance [creature] [slot] [instance]
      - !map.pool [creature][#]
    • Added CAN_COLLIDE shot property
      - Determines which shots can collide with one another. E.g. Boulders and Meteors
      - Make sure to update properly, because without the new magic.cfg no more shots will collide
    • NG+ level 4: Stopped hero thieves from becoming knights
    • Error dialog box (which you have never seen before) now has the buttons aligned properly.


    Also, in this file I properly included the correct Korean files.

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