Beta-1.2.14 now available!

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Beta-1.2.14 now available!

Post by petri »

Beta-1.2.14 is out! This is mostly a hotfix for a few character import issues.

If you think you have found a bug, please check that the bug is not in the Known Issues list before reporting (see below).

We're getting close to the end of beta. Please send your feedback now.

IMPORTANT NOTE ABOUT OLD SAVE GAMES

To make it possible to transfer characters between mods, the way portraits are stored in save games has been changed. Therefore portraits of some old save games may show as grey boxes. To fix this, load the save game and resave it with the latest version of the game.

Also characters imported from an old save game that was saved with 1.2.13 or older version of the game, may have slightly incorrect stats. Again to fix this, you can load the save game and resave it with the latest version of the game before importing the characters.

Changes since beta-1.2.13:
- added new scripting functions: WallText:getWallText() and Item:getScrollText()
- imported characters' health, energy, conditions and food meter are restored to default values
- bug fix: importing characters doesn't import custom portraits
- bug fix: item stat modifiers are not removed when importing characters
- bug fix: crash when importing a save game that refers to portraits stored inside a mod

Known Issues:
- clicking "resume" from the pause menu throws away the item on the mouse cursor
- if you give setMouseItem() an item that's placed already somewhere on the level, and then player tries to place that item on the ground, the game crashes "item is already placed".
- cloned Orb of Radiance does not glow
- cloned Uggardian does not have the flame effect
- cloned cube crashes the editor
- setMouseItem(spawn("dagger")) and variants do not work from console (scripts work ok)
- won't fix: tables can't be used as table keys in scripts (causes save game serialization error)
- won't fix: objects that are not anchored to level or party are garbage collected, e.g.

Code: Select all

gem = spawn("blue_gem")
print(gem.name)  -- This prints: blue_gem
...sometime later...
print(gem.name) --> error: bad object
To workaround this, the spawned item should be added to a level, set as mouse item or inserted to an inventory slot.

The beta update also fixes the following issues in the main game (the original Legend of Grimrock dungeon):
- added check for unnamed prisoners in character generation
- bug fix: mouse look does not work when standing in front of a wall tapestry
- bug fix: when importing a custom portrait, the original portrait becomes "locked" and can't be chosen for other characters
- bug fix: on screen exp indicator displays an incorrect amount of exp when killing an advanced monster with level greater than 1
- bug fix: no exp is gained if a monster is killed by Dismantler's lightning effect or Icefall Hammer's frost burst effect
- bug fix: when the cube crushes a monster, monster's death effect is played multiple times if the cube moves back and forth
- bug fix: game refuses to start if the documents folder is mapped to a network location
- bug fix: "Level up!" text above attack frames does not scale with resolution
- bug fix: tooltips are buggy in 2560x1600 resolution
- bug fix: exp is awarded to wrong characters if party marching order is changed before damage is dealt (e.g. cast fireball, reorder champions before fireball kills a monster)
SpacialKatana
Posts: 163
Joined: Fri Sep 14, 2012 6:20 pm

Re: Beta-1.2.14 now available!

Post by SpacialKatana »

First !! Lol

Thanks guys..now to see if it works.... :D
SpacialKatana
Posts: 163
Joined: Fri Sep 14, 2012 6:20 pm

Re: Beta-1.2.14 now available!

Post by SpacialKatana »

Have noticed that my cloned wyverns and crowerns with the following hook don't drop the loot...not tested other mobs yet.

lootdrop = { 100, "crowern_drumstick" },

here's the loot script:-

Code: Select all

cloneObject{
        name = "crowern_drumstick",
        baseObject = "rat_shank",
        uiName = "Crowern Drumstick",
        description = "Fatty and tastes like chicken!",
}
Note : Tested killing them in the editor manually and with the 'k' method....same result, no drop.
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Beta-1.2.14 now available!

Post by petri »

Try lootDrop
SpacialKatana
Posts: 163
Joined: Fri Sep 14, 2012 6:20 pm

Re: Beta-1.2.14 now available!

Post by SpacialKatana »

Yikes...damn typo...thanks Petri :oops:
Lilltiger
Posts: 95
Joined: Sun Sep 16, 2012 1:12 am

Re: Beta-1.2.14 now available!

Post by Lilltiger »

Code: Select all

gem = spawn("blue_gem")
print(gem.name)  -- This prints: blue_gem
...sometime later...
print(gem.name) --> error: bad object
To workaround this, the spawned item should be added to a level, set as mouse item or inserted to an inventory slot.
Awsome, if 'gem = spawn("blue_gem")' is changed to 'spawn("blue_gem",self.level,self.x,self.y,1,self.id.."blue_gem")' the items will spawn where the script is placed, so one can just place it in a wall area. Thanks, now I can at least continue the work on my mod!

But still no plans on adding a hook or something that can allow us to prevent the player from picking up items from the inventory, doing it with timers does not work well at all, there are so many objects to check and the timer has to be insanely low else the user might change the position of two items and spell disaster for the modder!
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Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Beta-1.2.14 now available!

Post by Komag »

minor bug - I placed a dragon statue and it points the wrong way, I have to face it backward to get the correct direction
Finished Dungeons - complete mods to play
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