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Thread: KeeperFX - Test builds for version 0.4.9

  
  1. #111

    Default Re: KeeperFX - Alpha 2483

    Quote Originally Posted by yunior89 View Post
    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?
    The alpha has a 'map packs' feature, that hold free levels that are not connected. Now, you cannot accidentally - or on purpose - transfer units or set script commands between unrelated levels.
    In campaigns the script flags and transfers still work.

    Quote Originally Posted by Junkman1217 View Post
    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?
    You need to do a clean install of 2215, the 'download this first'. You can point the launcher at an older FX installation to complete it just fine. If however you extract 2215 over an older version you will have conflicting files that will cause crashes and other issues.
    Then, from a functioning 0.4.9 install, you can simply take the latest small patch. So, you can go 2215->2483, or 2475->2483 or whatever just fine.

  2. #112

    Default Re: KeeperFX - Test builds for version 0.4.9

    Just curious, what does the new speech say when a prisoner dies, mine says “a prisoner has died and risen as a skeleton”
    Is it supposed to say something else?

  3. #113

    Default Re: KeeperFX - Test builds for version 0.4.9

    Never mind, I miss- read “non-humanoid”

  4. #114

    Default Re: KeeperFX - Alpha 2483

    Alright thank you very much.
    Is there a cheat to finish a level? i am getting really frustrated at Martyr Halls of campain assmist isle. it is not possible to understand clearly what has to be done to finish that level. thank you!

  5. #115

    Default Re: KeeperFX - Alpha 2483

    Quote Originally Posted by yunior89 View Post
    Alright thank you very much.
    Is there a cheat to finish a level? i am getting really frustrated at Martyr Halls of campain assmist isle. it is not possible to understand clearly what has to be done to finish that level. thank you!
    Yes, there's cheats in the game.

  6. #116

    Default KeeperFX - Alpha 2495

    New update: Alpha 2495.

    The future is now. Many new additions to computer personalities. Note that not every personality will do everything, and these properties can be configured on a per map and campaign basis.
    My recommendation is to play some 1player maps (from the multiplayer menu) to experience the new behavior.

    What's new:

    • You now get the correct (green) feedback when you drop a unit right next to a door on the slab
    • When holding the precision key (default: Alt) you can drop a unit on a subtile
    • Lots of Computer Player behavior:
      - They can accept more checks. (So, have more things they can keep track of to base actions on).
      - They can turn imprisonment on and off based on the amount of units and prison capacity they have.
      - They will move healed up prisoners to torture.
      - They will heal up prisoners (all, only non-humanoids, or none of them). Unused in campaign.
      - They will slap torture victims low on health that can heal, or move them to prison otherwise.
      - Modders can configure the 'Speed up creatures' computer check
    • An improvement to the 'Place terrain' function from the cheat menu.
    • Fixed a bug where search criterion did not accept ANY_CREATURE in all cases. (Like when trying to kill the most experienced unit of any type)
    • More preparation for stable and functional multiplayer that should have no gameplay changes.


    That last item, could introduce lots of bugs with stuff that is supposed to be random, like effects that should go in random directions, or imps that should pick a random tile to work on. If you notice something funky, be sure to report it.

  7. #117
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    Join Date
    Sep 2010
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    Thumbs up Re: KeeperFX - Alpha 2495

    Quote Originally Posted by YourMaster View Post
    New update: Alpha 2495.

    The future is now. Many new additions to computer personalities. Note that not every personality will do everything, and these properties can be configured on a per map and campaign basis.
    My recommendation is to play some 1player maps (from the multiplayer menu) to experience the new behavior.

    What's new:

    • You now get the correct (green) feedback when you drop a unit right next to a door on the slab
    • When holding the precision key (default: Alt) you can drop a unit on a subtile
    • Lots of Computer Player behavior:
      - They can accept more checks. (So, have more things they can keep track of to base actions on).
      - They can turn imprisonment on and off based on the amount of units and prison capacity they have.
      - They will move healed up prisoners to torture.
      - They will heal up prisoners (all, only non-humanoids, or none of them). Unused in campaign.
      - They will slap torture victims low on health that can heal, or move them to prison otherwise.
      - Modders can configure the 'Speed up creatures' computer check
    • An improvement to the 'Place terrain' function from the cheat menu.
    • Fixed a bug where search criterion did not accept ANY_CREATURE in all cases. (Like when trying to kill the most experienced unit of any type)
    • More preparation for stable and functional multiplayer that should have no gameplay changes.


    That last item, could introduce lots of bugs with stuff that is supposed to be random, like effects that should go in random directions, or imps that should pick a random tile to work on. If you notice something funky, be sure to report it.
    I played the new version of the game, and the campaign New Game +, got a new and very positive experience . This campaign even made me it a little tense.
    You are doing a good job, thank you for this.

  8. #118

    Default KeeperFX - Alpha 2498

    New update: Alpha 2498.

    Today an unplanned update to fix bugs introduced recently.

    What's new:

    • Custom Mystery boxes work again
    • Pre-placed spells on the map get integrated into the library again
    • Translated new strings into Polish

  9. #119

    Default Re: KeeperFX - Alpha 2498

    what is a custom mystery box?

    can you create your own specials? is there a way to spawn a specific (of any) dungeon special?

  10. #120

    Default Re: KeeperFX - Alpha 2498

    Yes, you can create your own specials. You can add them with new versions of adikted, or like this. The custom mystery box can do whatever you want it to.
    You can also give it a custom tooltip. Or go wild with the SET_OBJECT_CONFIGURATION script command.

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