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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2301 Location: Norway
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Posted: Mon Apr 21, 2008 2:11 pm Post subject: Compiling a new Stable Release |
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Good news. I am currently putting together a new "Stable" release. It will use almost the same as 2.4.4b codebase (thus not having all the new features but also not all the bugs).
Biggest things you are going to miss are:
- New script functions
- Support for new particles
- Hotseat Play
But on the good side I have so far managed to get these updates into the release:
| Quote: | Version 2.x.x (21.04.2008)
- New Feature: A number of new weapons, monsters and other objects.
- New Feature: A number of new spells and improvements to existing ones.
- New Feature: A new boss music track has been added.
- New Feature: The Paladin has new textures, icons and sounds.
- New Feature: Knife's Heist! A module for every treasure hungry rogue out there!
- Update: The teleport spell can now malfunction (Chance based on intelligence)
- Update: The Bind spell can now be resisted (Checks caster Int vs. target Wis)
- Update: The Ice Palace now has a new title icon (Credits to Chainsaw)
- Update: Demons are now much more dangerous.
- Update: Added a new boss tune to the Deamon Lord fight.
- Update: The Watcher boss is now more dangerous.
- Update: The Orbstorm spell has been made a lot weaker.
- Update: The Game Manual has now a monster section too (Thanks to Florian Natterer)
- Update: The Spork of Fire has a new skin.
- Update: The Bishopia guards have new sounds and talk when you bump them.
- Update: Improved the aim of the Longbow (Now superb for aiming up and down)
- Update: Some rebalancing was made to a number of modules.
- Update: Tuned down the difficulity of the Ash Arena.
- Update: Identify scrolls now also unkurse the target item (And reduced the price by 50%).
- Update: Improved the install compitabillity for Linux OS.
- Update: A number of item stacks can now be split and dropped.
- Update: The adventurer module had a number of updates.
- Update: The SDL has been updated to newest version.
- Update: Original game icon has been reimplemented!
- Update: Many AI scripts and functions had some major improvements.
- Update: Lamps gives greater lightning.
- Update: A new title image for the paladin, matching his new look.
- Update: Ghouls are now a lot more agressive.
- Update: A lot of text fixes within the Game Manual
- Bugfix: The firebomb trapped chest in the Abyss now correctly drops loot.
- Bugfix: Switches in the Catacombs can no longer be killed.
- Bugfix: The Relic of Turning from the Catacombs now works correctly.
- Bugfix: Fixed some monsters getting spawned stuck inside walls.
- Bugfix: The map in the Shadow Palace now works again (Credits to Florian Natterer).
- Bugfix: Bishopia Torches now lightable (Credits to Agent of Dread)
- Bugfix: The ammo quiver is no longer thrown when used.
- Bugfix: A ton of minor messaging bugs!
- Bugfix: K'nife should now stay alive in his prison until the player arrives.
- Bugfix: Frights can now be crushed.
- Bugfix: A lot of script errors were fixed.
- Bugfix: A bug regarding poisoned weapons has been fixed.
- Bugfix: Mephits display correct messaging now.
- Bugfix: Levitation potions display correct skin.
- Bugfix: A LOT minor fixes.
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I'm not sure what version release I should call this yet. It is kinda of a merge between 2.7.7 and 2.4.4b. This release will use the new improved installer and hopefully compile on Linux.
There are a couple of bugs that are difficult to remove and I have uncovered so far:
- Paladin Starter does not work
- Some AI do strange things because of new script functions missing
- The new particle types cannot be spawned properly
I also planned to activate the Module Unlock system in this release. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Mon Apr 21, 2008 2:13 pm Post subject: |
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GREAT! I can't wait!  _________________
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4356 Location: Midwestern US
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Posted: Mon Apr 21, 2008 2:15 pm Post subject: |
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I can. I misses my particlez. And hotseat, even though I haven't used it.
It kinda stinks how you'd want all the new features so you can develop stuff, but you don't want the bugs. There's no balance.... _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Mon Apr 21, 2008 2:17 pm Post subject: |
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2301 Location: Norway
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Posted: Mon Apr 21, 2008 2:20 pm Post subject: |
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I know what you mean. It will be great when we get 2.7.7 stable
For now we will just have to find the best balance between features and bugs. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Mon Apr 21, 2008 2:25 pm Post subject: |
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And is it possible that if we could make REALLY hard work, we could make Hobgoblin starter (if someone starts making the level), Angel starter (if someone gets the Angel not buggy) and the Inventor starter (if we make it) to the 2.7.7 stable release? _________________
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Clonkinator Master Frying Pen (Moderator)


Joined: 03 Nov 2007 Age: 16 Posts: 3074 Location: Germany
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Posted: Mon Apr 21, 2008 2:31 pm Post subject: |
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A merge between 2.4.4b and 2.7.7? Sounds neat! And it should actually work on my computer, too, since 2.4.4b also did.  _________________ Yes, it's true. I fail. Epicly so. |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Mon Apr 21, 2008 2:34 pm Post subject: |
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| Clonkinator wrote: | A merge between 2.4.4b and 2.7.7? Sounds neat! And it should actually work on my computer, too, since 2.4.4b also did.  |
And for my computer, too? YIPPIEE! _________________
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hiroy The Dark One


Joined: 30 Sep 2007 Posts: 703
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Posted: Mon Apr 21, 2008 4:19 pm Post subject: |
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Would the new camera and lighting system be still in? _________________ Current Project
Egoboo: something [working title]
Preview
Story: Shredded
Chapters planned: None
Scapped
Motivation: 0% |
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4356 Location: Midwestern US
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Posted: Mon Apr 21, 2008 4:29 pm Post subject: |
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Oh, yeah, woodmouse brings up a good point. At what point will the module unlocking system be put back in. It would make the game soooo much cooler if it actually had a direction. It'd feel more like a real game. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2301 Location: Norway
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Posted: Mon Apr 21, 2008 4:36 pm Post subject: |
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The module unlock system (Mind, not the new Quest system) will be implemented into 2.6.0 (Stable). The Windows version should be fully uploaded now.
New camera system and new lightning engine is not in 2.6.0 (See changelog). _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4356 Location: Midwestern US
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Posted: Mon Apr 21, 2008 4:37 pm Post subject: |
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Aww. How soon will we see the pwetty lights in a stable version?
Also, is the unlocking system in any in-development versions? I don't have any yet. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2301 Location: Norway
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Posted: Mon Apr 21, 2008 4:40 pm Post subject: |
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Actually, the unlock system has been in there since 2.3.8 or so. It has just not been activated until now. I deactivated it so that all modules could be played and tested. But as we have difference between Stable and Development version, I was thinking of making Stable more like the "final" release. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Mon Apr 21, 2008 4:42 pm Post subject: |
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Final...? Do you mean that- that... NO EGOBOO ANYMORE!!!? Buaaaaaah...
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2301 Location: Norway
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Posted: Mon Apr 21, 2008 4:46 pm Post subject: |
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That's why I said "final" with the quotes " ". Egoboo is always a game that can be worked further on, made new modules and such. But there is still a LOT to be done before we even can call it "final"
Think of networking, linking, all the new modules, starters, classes, bugs, features, etc. that we still are working on.. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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