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Thread: KeeperFX - Test builds for version 0.4.9

  
  1. #101
    Mapmaker
    Join Date
    Jan 2012
    Location
    Bristol, United Kingdom, United Kingdom
    Posts
    145

    Default Re: KeeperFX - Test builds for version 0.4.9

    Quote Originally Posted by sony2305 View Post
    You can open the file with wordpad and it won’t be as messy as the first picture
    Yeah it’s strange this never used to be an issue. Been using notepad for years.

  2. #102

    Default Re: KeeperFX - Test builds for version 0.4.9

    Quote Originally Posted by shortmicky View Post
    Yeah it’s strange this never used to be an issue. Been using notepad for years.
    perhaps a setting in your notepad or windows or something for sure. For me they look fine no matter what I use.

  3. #103

    Default Re: KeeperFX - Test builds for version 0.4.9

    New update: Alpha 2447.

    Small update, mostly to handle some feedback on the new rules introduced last time.

    What's new:

    • Fixed gold_per_hold setting I broke last release.
    • Missile spell in possession buffed a bit in standard ruleset, which I nerfed too hard last release.
    • Made sure Arrows can be rebounded again in standard ruleset. Again, broke last release.
    • Screen resolution displayed when switching resolution.
    • Level now starts with player zooming into the center of the dungeon heart. (Fixes #1100)
    • Fixed tooltip on Power_Hand spellbook (very few maps have this, all custom).
    • Navigate Missile spell now rebounds more like it did in the original game.
    • Small balance tweak on 'Frozen Legion' map, also updated to use new script commands.

  4. #104

    Default KeeperFX - Alpha 2453

    New update: Alpha 2453.

    Again nothing much, but since very little is happening on the project I thought I'd share what's done already.

    What's new:

    • Fix flying units dropping to floor while being possessed
    • Log file shows windows version
    • Added TOTAL_SCORE level script variable
    • Add game rules for selling traps and doors
    • Explosions should no longer cause objects to get stuck inside walls
    • Slapping units to death should no longer cause flying units to get stuck inside walls

  5. #105

    Default KeeperFX - Alpha 2457

    New update: Alpha 2457.

    Quality over Quantity: Map making limits are raised.

    What's new:

    • Map makers can now build much more complex maps
      Old limits:
      - PARTY_TRIGGERS_COUNT 48
      - CREATURE_PARTYS_COUNT 16
      - CONDITIONS_COUNT 48
      - TUNNELLER_TRIGGERS_COUNT 16
      - SCRIPT_VALUES_COUNT 64
      New limits:
      - PARTY_TRIGGERS_COUNT 256
      - CREATURE_PARTYS_COUNT 256
      - CONDITIONS_COUNT 256
      - TUNNELLER_TRIGGERS_COUNT 256
      - SCRIPT_VALUES_COUNT 256
    • Some Japanese translations improved
    • Text error in Assmist campaign fixed





    I added: Alpha 2459.

    A bug was recently introduced that made Sight of Evil move to areas without high slabs. This is a hotfix for that.

    • Sight of Evil can be cast over high slabs again
    • Fixes to the CONCEAL_MAP_RECT script command
    Last edited by YourMaster; September 5th, 2021 at 23:24.

  6. #106

    Default KeeperFX - Alpha 2471

    New update: Alpha 2471.

    What's new:

    • Automagic build now offers to expand rooms by default. Scroll down to get the old behavior, scroll up to go further.
    • Gold bags are now properly absorbed by treasure rooms and collected by imps.
    • Spellbooks that are 'unshelved' (by building the room below it, without collecting it) will not be teleported when the room is sold, and no longer take up capacity
    • Some multiplayer fixes. That you cannot enjoy at the moment because in the alpha's multiplayer is completely broken.
      - translations are needed for a new error message that warns the players when they have mismatched map versions. Volunteer translators welcome.
    • Removed the 'Special case' for workshop level when you have exactly 20 workshop tiles.
    • Some scaling fixes in 320x200 mode
    • Japanese tooltip fixes
    • Update to a console command.

  7. #107

    Default KeeperFX - Alpha 2475

    New update: Alpha 2475.

    What's new:

    • Fix maps with over 127 script conditions not working well
    • Stopped maps with over 2 billion gold bugging out
    • Made Undead Keeper actually use the translation strings (for china)

  8. #108

    Default KeeperFX - Alpha 2483

    New update: Alpha 2483.

    We have a new computer event that makes sure the AI does not break when he loses a single room. And not just that, the limit of how many events a computer player personality can handle has been lifted, so expect more AI improvements in the future.

    What's new:

    • Computer Players will build new rooms when their old ones are stolen or destroyed
    • A previously unused sound now plays when non-humanoids die in prison
    • Room capacity is correctly updated when reinforcing walls
    • Transfer units and campaign flags do not work between levels in map packs anymore
    • The eastern library wall now has an intact purple circle. (Like the other walls)

  9. #109

    Default Re: KeeperFX - Alpha 2483

    Quote Originally Posted by YourMaster View Post
    New update: Alpha 2483.

    We have a new computer event that makes sure the AI does not break when he loses a single room. And not just that, the limit of how many events a computer player personality can handle has been lifted, so expect more AI improvements in the future.

    What's new:

    • Computer Players will build new rooms when their old ones are stolen or destroyed
    • A previously unused sound now plays when non-humanoids die in prison
    • Room capacity is correctly updated when reinforcing walls
    • Transfer units and campaign flags do not work between levels in map packs anymore
    • The eastern library wall now has an intact purple circle. (Like the other walls)
    Hi YourMaster,
    what is it meant with "Transfer units and campaign flags do not work between levels in map packs anymore" ? The transfer creature does not work?

  10. #110

    Default Re: KeeperFX - Alpha 2483

    with Alphas you can simply put them over your existing KeeperFX files, correct?......or do I need to delete the game entirely, then install this one?
    Last edited by Junkman1217; October 17th, 2021 at 16:57.

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