It's custom map I've made
This has only recently been happening.
I've attached a picture and circled the walls that have stayed after the blue keeper has been destroyed.
No it's not around the rooms
It's custom map I've made
This has only recently been happening.
I've attached a picture and circled the walls that have stayed after the blue keeper has been destroyed.
No it's not around the rooms
You are correct, those should have been unfortified.
New update: Alpha 2679.
No real new features this time, but lots of bugs recently had to do with 'creature filters' in the code. Made a big change there, to hopefully have those be a thing of the past.
What's new:
- Fixed corner walls staying fortified when keeper died
- Fixed the buttons in the GFX options menu that broke last week
- Some of the new possession features fixed to not desync multiplayer
- And then the code improvements to hopefully fix bugs that have not been reported or found yet.
New update: Alpha 2696.
A big range of features, but also some rewritten functions related to lights, boulder movement and creature navigation where we hope to see no change at all. Bugs should always be reported, but doubl so if you notice new weirdness in these areas.
What's new:
- Units with NO_CORPSE_ROTTING will now have their corpse disappear in a really short time
- There's a visual effect to this, can be configured on a per unit basis
- See imp.cfg to see the CorpseVanishEffect documented
- Mostly relevant to maps with the 'standard' ruleset, as imps cannot be put into the graveyard there- Campaign/level changes:
- New game+ campaign now uses standard ruleset
- New game+ campaign now works in Korean
- Dzjr06 config files updated to no longer show log errors- Added Mushroom objects for mapmakers, see here.
- Tweaks to claiming in possession
- Fixed a bug of tunneler party leaders not digging through own walls from small rooms
- Imps/Tunnelers now take priority in being a party leader
- Stopped party members abandoning the party leader in a very rare situation
- Neutral mistresses will no longer stop getting tortured after a while
- Attempted to fix a rare sound quirk. As there was no known path to reproduce, unknown if this has succeeded.
- Script changes:
- DISPLAY_OBJECTIVE/QUICK_OBJECTIVE and _INFORMATION script commands now have the [location] param as optional.
- Implemented 'combat' script location.- Fixed a recent bug where volume of possession sounds was wrong
New update: Alpha 2714.
An absolutely packet alpha.
Now that the packetsave feature works again, please everybody use it and have it always enabled. When you find a bug, you can send me the packet it creates and I can see the bug as it happens. You can also use it to restart the game from any single point you liked, from before a fight you lost or from before the game crashed.
See here how to use it. Enable it with the launcher.
What's new:
- Map pixels now scaled with resolution, and tweaked a bit to not be too ugly
- Creature types now highlighted on minimap on mouse over creature icons
- Packetsave/load no longer breaks when players use one-click features
- Multiplayer has one-click features enabled again, and they work
- Fixed bug in multiplayer that made both players always be in the same build mode.
- Free roaming heroes now attack the 'best' player instead of the player with the lowest ID (red = 0).
- The ALWAYS_TUNNEL_TO_RED classic bug works to stop this behavior- Level script changes:
- New command: SET_CREATURE_INSTANCE([creature], [slot], [instance], [level gained])
- TRAPS_SOLD param now correctly counts traps when there's multiple traps on a single slab getting sold- Gold Hoards misplaced by map editor now collapse into gold piles, with the exact value of the hoard.
- Level changes:
- NG+ level 20 updated, inspired by recent changes to regular lvl20- Teleporting in possession makes the imp drop what he is holding
- Invisibility icon blinks in possession when the unit is forced visible
- Blood splatters again instead of bounces
- Thing limit warning message ignores effects
- New cheat to build traps/doors, and some other cheat tweaks
I updated to the most recent alpha (to be honest not sure which version I had before it..) but when you have things in your hand, you can't mark area's to dig anymore.
Also in one of the original campaign secret levels (the one with the level 5 dragon you have to control) neutral creatures are imprisoned and don't join you when you come near them. I blew one out of the prison with a grenade and it still wouldn't join, it even went back into the prison!
New update: Alpha 2720.
Hurried release, since the previous alpha had a new annoying bug.
What's new:
- Fixed not being able to tag earth for digging when holding units in hand.
- Fixed Ctrl+build to give you an extra slab of room when building partly over land
- Fixed the dragon->bile->mistress->vampire secret level from no longer functioning
- Prisons turn red now to release the captured neutrals
- Vampire now required for last part of the map
- Used some of the new script command to restore some of the original map, but in a functional way- IF commands in level script can now compare variables:
- IF([player],[var] [comparison] [player],[var])
- Example: IF(PLAYER0,EVIL_CREATURES > PLAYER0,GOOD_CREATURES)
- Works on IF_CONTROLS and IF_AVAILABLE too- Stopped Computer Players from dropping units on their own portal when trying to fight with them
- They will look a few tiles around the drop spot for an available spot- A few more rules for SET_GAME_RULE script command
Last edited by YourMaster; May 12th, 2022 at 09:59.
Thanks for the quick update!
One more little thing. You can use + and - to zoom-out/in the minimap but also the "looking glass" on the map itself. They seem connected to each other. On the map itself I prefer to zoom out 2 times to have a nice overview, but then the minimap is also zoomed out 2 times which makes it very small.