Beta 2.1.11
Beta 2.1.11
The latest beta 2.1.11 should now be available on Steam. If all goes well and no major bugs are found, we'll roll out this to everybody in a couple of days. Please send you bug reports ASAP.
Here are the combined release notes for 2.1.10 and 2.1.11:
- fixed typo in a potion description
- improved precision of dual wielding damage calculations
- zarchtons no longer drop harpoons (this was not intended behavior)
- added missing embalmer's pants to the game
- fixed jeweled scepter's 3D model to fit inside chests
- fixed errors and clarified attribute tooltips
- clarified battle mage description (a magical staff is needed to get the +10 bonus to resistance or protection)
- changed resistance bonuses: strength now affects resist fire, dexterity affects resist shock, vitality affects resist poison and willpower affects resist cold
- added hit sound to pushable blocks (does not apply to old save games)
- optimized opening of automap
- fixed "odd behavior of certain rock piles" when throwing items at them
- renamed trait: Weapon Specialization -> Martial Training
- tweaked stun effect to be less subtle
- tweaked chest map icon so that an exclamation mark icon on top of a chest is more visible
- bug fix: buckler's evasion bonus does not work (does not apply to old save games)
- bug fix: knight's shield bonus does not work
- bug fix: max epic items statistics is wrong (should be 17, not 16)
- bug fix: viper roots can spawn under water and die immediately
- bug fix: healing potion effect is played on the wrong portrait if party formation is changed
- bug fix: fireburst and similar spells can be cast inside pushable blocks (does not apply to old save games)
- bug fix: automap is not updated when falling down a level
- bug fix: game crashes when alt-tabbing during loading screen
- bug fix: item auto pickup logic does not take elevations into account (causes problems at the Skyway puzzle)
- bug fix: some map graphics are not shown on the automap after loading a save game
- bug fix: loading certain save games can sometimes crash with "inflate failed - ran out of available bytes" error
- bug fix: moving monster leave behind invisible blockers (very rarely) when the party is asleep
- bug fix: sleep darts put monsters to sleep even if the attack misses
- bug fix: armor set is considered to be equipped when shield is in inactive quick slot
- bug fix: monsters can fall down from ledges when they are leap attacking and party is standing on ladders
- bug fix: thrown items collide with marble statues behind the party when throwing items at the Shipwreck Beach
- bug fix: venom edge icon has a black smudge
- bug fix: rope can be used to climb down to a pit which has a teleporter over it
- bug fix: spell casting panel and potion crafting panels stay open when champion's hand is injured
- bug fix: if the healing crystal is on a platform, the healing crystal is not shown on the map
- bug fix: player can climb ladders while overloaded
Here are the combined release notes for 2.1.10 and 2.1.11:
- fixed typo in a potion description
- improved precision of dual wielding damage calculations
- zarchtons no longer drop harpoons (this was not intended behavior)
- added missing embalmer's pants to the game
- fixed jeweled scepter's 3D model to fit inside chests
- fixed errors and clarified attribute tooltips
- clarified battle mage description (a magical staff is needed to get the +10 bonus to resistance or protection)
- changed resistance bonuses: strength now affects resist fire, dexterity affects resist shock, vitality affects resist poison and willpower affects resist cold
- added hit sound to pushable blocks (does not apply to old save games)
- optimized opening of automap
- fixed "odd behavior of certain rock piles" when throwing items at them
- renamed trait: Weapon Specialization -> Martial Training
- tweaked stun effect to be less subtle
- tweaked chest map icon so that an exclamation mark icon on top of a chest is more visible
- bug fix: buckler's evasion bonus does not work (does not apply to old save games)
- bug fix: knight's shield bonus does not work
- bug fix: max epic items statistics is wrong (should be 17, not 16)
- bug fix: viper roots can spawn under water and die immediately
- bug fix: healing potion effect is played on the wrong portrait if party formation is changed
- bug fix: fireburst and similar spells can be cast inside pushable blocks (does not apply to old save games)
- bug fix: automap is not updated when falling down a level
- bug fix: game crashes when alt-tabbing during loading screen
- bug fix: item auto pickup logic does not take elevations into account (causes problems at the Skyway puzzle)
- bug fix: some map graphics are not shown on the automap after loading a save game
- bug fix: loading certain save games can sometimes crash with "inflate failed - ran out of available bytes" error
- bug fix: moving monster leave behind invisible blockers (very rarely) when the party is asleep
- bug fix: sleep darts put monsters to sleep even if the attack misses
- bug fix: armor set is considered to be equipped when shield is in inactive quick slot
- bug fix: monsters can fall down from ledges when they are leap attacking and party is standing on ladders
- bug fix: thrown items collide with marble statues behind the party when throwing items at the Shipwreck Beach
- bug fix: venom edge icon has a black smudge
- bug fix: rope can be used to climb down to a pit which has a teleporter over it
- bug fix: spell casting panel and potion crafting panels stay open when champion's hand is injured
- bug fix: if the healing crystal is on a platform, the healing crystal is not shown on the map
- bug fix: player can climb ladders while overloaded
Re: Beta 2.1.11
- bug fix: rope can be used to climb down to a pit which has a teleporter over it
And here I was thinking that was the intended solution to that secret
And here I was thinking that was the intended solution to that secret
- Sarumorpheus
- Posts: 98
- Joined: Wed Oct 01, 2014 12:54 pm
Re: Beta 2.1.11
Makes me glad to see Almost Human releasing a patch ASAP, especially to such a fantastic game.
Money well spent!
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I'm not sure if this was intended, but regarding the item "Neck Chain", which grants immunity to burdened and hunger conditions, if you remove said item from your character and the character acquires the debuffs of starvation + burdened, re-equipping the item does not remove them. I believe an example will help here:
My insectoid knight had that chain equipped. While wearing the chain, he became hungry and over-burdened. However, thanks to the special effects, there were no debuffs. (All good so far!) But I decided to remove the item, which, obviously, placed the debuffs upon me. The issue was when I re-equipped the chain, the debuffs were not removed. Instead, I had to eat a piece of turtle, throw extra items to my minotaur, and once I was "clear", I could transfer the extra weight back over to the knight and all was good again. I was expecting the debuffs to vanish the moment the chain was equipped and kept, though that was not so.
Long story short: The neck chain prevents the character from acquiring those conditions while equipped, but does not remove them if the character already has the debuffs before putting it on!
Just bringing it to your attention in case it was not intended to act this way.
Money well spent!
---
I'm not sure if this was intended, but regarding the item "Neck Chain", which grants immunity to burdened and hunger conditions, if you remove said item from your character and the character acquires the debuffs of starvation + burdened, re-equipping the item does not remove them. I believe an example will help here:
My insectoid knight had that chain equipped. While wearing the chain, he became hungry and over-burdened. However, thanks to the special effects, there were no debuffs. (All good so far!) But I decided to remove the item, which, obviously, placed the debuffs upon me. The issue was when I re-equipped the chain, the debuffs were not removed. Instead, I had to eat a piece of turtle, throw extra items to my minotaur, and once I was "clear", I could transfer the extra weight back over to the knight and all was good again. I was expecting the debuffs to vanish the moment the chain was equipped and kept, though that was not so.
Long story short: The neck chain prevents the character from acquiring those conditions while equipped, but does not remove them if the character already has the debuffs before putting it on!
Just bringing it to your attention in case it was not intended to act this way.
Re: Beta 2.1.11
This is by design. Otherwise items that grant immunities can be used to heal conditions. E.g. Item that gives poison immunity could be used to heal poisoned condition on any character.
-
- Posts: 26
- Joined: Thu Oct 16, 2014 3:39 pm
Re: Beta 2.1.11
Since people use these threads for bug reports:
When you cast the meteor spell on a monster that attacks you, some of the hits seem to hit yourself. At least with the spiders in crystal mines, I guess they occupy the square of the player while they are in their attack animation?
Not sure if this is intended behavior or a bug.
When you cast the meteor spell on a monster that attacks you, some of the hits seem to hit yourself. At least with the spiders in crystal mines, I guess they occupy the square of the player while they are in their attack animation?
Not sure if this is intended behavior or a bug.
Re: Beta 2.1.11
It seems like it should be able to "cure" burdened though, since currently you can cure it by simply taking one item out of the character's inventory and putting it back in.petri wrote:This is by design. Otherwise items that grant immunities can be used to heal conditions. E.g. Item that gives poison immunity could be used to heal poisoned condition on any character.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
- sapientCrow
- Posts: 608
- Joined: Sun Apr 22, 2012 10:57 am
Re: Beta 2.1.11
can I get this patch as a stand alone for the stand alone version of the game?
I got mine from humble bundle and yes they gave me a steam key...
However if I do get it from steam my assumption is that it will auto apply it and put the game in its own directory and then I will have to hack it to put it in a place of my choosing. Is this true or can I just download it from steam standalone and patch it to my game?
I got mine from humble bundle and yes they gave me a steam key...
However if I do get it from steam my assumption is that it will auto apply it and put the game in its own directory and then I will have to hack it to put it in a place of my choosing. Is this true or can I just download it from steam standalone and patch it to my game?
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: Beta 2.1.11
Yes, along with everybody else who's not on steam: when it's done.sapientCrow wrote:can I get this patch as a stand alone for the stand alone version of the game?
On steam you have to activate "Beta" in the game properties to get the patch.sapientCrow wrote:I got mine from humble bundle and yes they gave me a steam key...
Otherwise steam will keep the game on the release version with is 2.1.9.
- sapientCrow
- Posts: 608
- Joined: Sun Apr 22, 2012 10:57 am
Re: Beta 2.1.11
I can not even get steam to load. It keeps returning that odd localization error.
I assume though that even if I did it through steam than the game would then have to be reinstalled to that location and it would take over for patching and not just give me a patch I could install?
Guess I just wait...
I miss the old days of patches.
I know we will get it soon. I just did not want to start a new game yet until I had the patch.
I assume though that even if I did it through steam than the game would then have to be reinstalled to that location and it would take over for patching and not just give me a patch I could install?
Guess I just wait...
I miss the old days of patches.
I know we will get it soon. I just did not want to start a new game yet until I had the patch.
Re: Beta 2.1.11
More of a suggestion really, (if it's not like this already). Ironman mode should perhaps auto-save the game when you quit... or perhaps [additionally] require it be after a certain minimum amount of time (or minimum ~plus random~ number of steps moved) since the last save. Reason being... I assume that it would be impossible to quit until finding a crystal; no?
(IE. you could lose an hour or more gameplay for having to quit, or leaving it on, but returning to find that Windows had rebooted in your absence.
My first impression of leveling up, is that there is not enough to do during a level up... So far, it just seems like you get a single skill point per level.
(I'm not necessarily suggesting to add more points... just that there doesn't seem to be enough to do when you level up.)
(IE. you could lose an hour or more gameplay for having to quit, or leaving it on, but returning to find that Windows had rebooted in your absence.
SpoilerShow
Was it intended that the first boss [the plant guardians], become remarkably easy to defeat for (counterintuitively) backing up into a dead end; surrounded on three sides (in front of the exits)? Where the one then blocks the other, and only one can attack at a time, and only attacks the front two fighters.
(I'm not necessarily suggesting to add more points... just that there doesn't seem to be enough to do when you level up.)