Build 26 - More Quality of Life, Fewer Crashes
Hard at work once again getting all the feedback (THANK YOU!) from Feedback Friday and continuing players incorporated. I'm feeling like there will be another round or two of this, but One Knight already feels like a massively improved game. This version bumps the config version; your old config is gone.
You can find screenshots in this imgur album. Here's a video of the first 3 levels, ultimately ended by Lord Lockleigh's fine archery.
- Fix crash that might happen at the end of a level (but really shouldn't) - thanks u/darkgnostic for the crash dump!
- Fixed a crash that could occasionally occur if you saved the game, changed a bunch of settings, and then loaded your game.
- Monsters no longer level up rapidly, have fewer skill points to spend, and their HP is capped to prevent them from becoming too incredibly difficult to kill.
- Found a related issue that mobs were getting XP based on *your* level, not the level of the target they killed - so if you levelled up, it was giving mobs a much faster progression curve!
- There's a subtle cap on how much damage can come out of a monster (based on their level), and a debug warning when it's too high - trying to find out what interactions are causing megadamage!
Saving the game
- *Autosave the game when you finish a level, also auto-save at a user-configurable interval (default: 10 turns). Also optimized game saving, so it's *really* fast.
- Since mobs no longer have bases - neither does the player.
- Announcement on boss kills, including the sneaky bonus point ones (not telling!).
- Increased delay on the level-load page before auto-starting a level (you can still click to commmence as soon as the level is loaded).
- Fixed scaling and text wrapping on the level intro display, and also the branch selection.
- Save and Quit menu scaling.
- Skills in the tree say `X (max Y)` rather than `X / Y` which some people found confusing.
- Fixed description of Quarterstaves.
- Auto-pickups are announced.
- Much nicer health bars and placement in front of feet (this also helps indicate which way mobs are facing). Used the same graphical improvement on the player's bars.
- "Show Fluff Graphics" in the config does better at not showing clutter. A new option, "Show Foliage" lets you turn off the luscious grass. You can have a very clean looking game if you so desire (or a very modern "clutter everywhere" experience!)
- Separated "newbie help" from "keybinding help", so you won't be repeatedly asked about your preferred keyboard layout if you have picked one and haven't clicked "stop helping me".
- Death screen is properly centered. So is the victory screen; I hope someone else gets to see it soon!
- Damage dice summaries take negatives into account, so `1d3-2`, `1d3` or `1d3+2` are represented correctly rather than `1d3+-3`.
- Fixed an issue that somehow snuck in and messed up the ASCII renderer. That's odd, because I haven't touched it in a long time.
- The larger map has mouse-over to tell you what you are looking at.
- Audio mutes the SFX channel and applies music volume settings from your preferences whenever the inter-level menu appears, and on the main menu. It then automatically restores the normal levels (from your preferences) when entering a level. This should get rid of the odd background sounds on menus and branch/level entry menus.
- The audio sliders in the config system weren't hooked up quite right (I'm really bad at programming by flowchart!). They are now, and your preferences will persist.
- Found out what the bizarre thumping sound was: the "punch" sound was bound to the wrong class!
- Arrows have a sound effect attached to them.
- Improved the target selection algorithm to de-prioritize friendlies and neutrals (but they are still available), also sped up the algorithm figuring out what color they should be. It also correctly de-targets things that ceased to exist, moved out of range, etc.
- To assist with targeting, the grid has changed: it now grids the areas *you can see*, rather than accessible tiles. So if an entity isn't in a visible square, you can't target it - and this gives some feedback as to what's going on.
- Another week, another Visual Studio update. Do they ever sleep?
- Fixed scroll falling through to zoom in the backpack, also improved alignment on crafting/recycling.
- Crafting recipes now have a filter by category option, text search, and much easier scrolling.
- Hopefully got rid of the delay in the menu coming up.
- Other UE4 developers helped me out, and there IS a way around having a license pop-up (the advice on their "pre-launch" info isn't very clear at all). So now there's a `license.txt` file in the directory, and a button to view the license on the main menu. Apparently that's sufficient compliance. That gets rid of the "I agree" stuff and the need for the whole first screen - so it takes you straight into the menu. I've moved the "online compliance" stuff to the main menu; you can pick your username and decide if you want to share data with me there. (I'm trying to be really upfront there; I don't like games making assumptions that I consent to share data!)
- Hopefully fixed the focus problems with the UI gaining focus and eating keystrokes.
- Hopefully fix the "click before the GUI is active" problem.
- Items are more likely to actually vanish when you pick them up. There's still a recurring problem that got pushed to the next build with auto-scrapping large stacks.
- Dying in permadeath mode once again deletes your last save.
- Found a few cases in which I was passing by reference and by-value was faster (this came from reading some articles on aliasing, and how by-reference ints can be hugely costly in C++ for no good reason at all).
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