Beta 2.1.14

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petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Beta 2.1.14

Post by petri »

Beta 2.1.14 is now available on Steam for testing.

Release notes:
- tweaked a treasure instruction hint (does not apply to old save games)
- improved sewer pentomino puzzle reset logic (does not apply to old save games)
- fixed some cosmetic issues in levels
- bug fix: game can crash while digging in cemetery
- bug fix: saving the game while falling crashes
- bug fix: magma golem's spit attack crashes after loading a save game
- bug fix: block puzzle in sleet island can get into unsolvable state (does not apply to old save games)
- bug fix: minor ceiling shaft visual glitch in Ruins of Desarune (does not apply to old save games)
- bug fix: fixed typos in item descriptions (does not apply to old save games)
- bug fix: an item on a magic bridge sometimes does not fall when the bridge disappears
- bug fix: healing crystals slowly drift from their initial position during the course of the adventure
- bug fix: dungeon editor crashes when '[' is typed into asset browser's find box
- bug fix: dungeon exporting fails if dungeon contains script entities with external scripts
- bug fix: audio volume is not correct when changing current level immediately after waking up
- new scripting features for modders:
- added new Party hooks: onDrawGui, onDrawSkills, onDrawTraits
- added GraphicsContext:drawImage2()
- added Champion:getExp()
- added Map:getLevelCoord()
- added Map:isVisited()
- added Map:mapToWorld()
- added Map:worldToMap()
- added Map:getModuleHeight()
- added Map:getCeilingElevation()
- added Map:checkLineOfSight()
- added Map:checkLineOfFire()
- added GameObject:removeAllComponents()
- added GameObject:getWorldForward()
- added GameObject:getWorldRotation()
- added GameObject:setWorldRotation()
- added GameObject:getFullId()
- added Component:setOffset()
- added Component:getOffset()
- added Component:setRotationAngles()
- added Component:getConnectorCount()
- added Component:getConnector()
- added Component:removeConnector()
- added Champion:swapItems()
- added Champion:swapWeaponSets()
- added Champion:isDualWielding()
- added Champion:setEnergy()
- added Champion:castSpell()
- added Champion:attack()
- added Champion:isReadyToAttack()
- added Champion:setSkillPoints()
- added Champion:setSkillLevel()
- added Champion:isBodyPartWounded()
- added Model:setBoundBox()
- added Model:getBoundBox()
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: Beta 2.1.14

Post by NutJob »

So many things that will make the editor better/easier!

Especially!,
bug fix: dungeon exporting fails if dungeon contains script entities with external scripts
Thanks petri
MrChoke
Posts: 324
Joined: Sat Oct 25, 2014 7:20 pm

Re: Beta 2.1.14

Post by MrChoke »

Thanks Petri! This is great.
MrChoke
Posts: 324
Joined: Sat Oct 25, 2014 7:20 pm

Re: Beta 2.1.14

Post by MrChoke »

I am still seeing a repeatable bug with the editor. I had done the "Send mail to feedback@almosthuman.com" for it.
You cannot place pillars at the 31 index in either the X or Y direction. The editor will blow up every time. It gives this error:

[string "Map.lua"]:0: invalid map coordinates
stack traceback:
[C]: in function 'assert'
[string "Map.lua"]: in function 'componentsAt'
[string "Map.lua"]: in function 'addEntity'
[string "Arch.lua"]: in function 'spawn'
[string "DungeonEditor.lua"]: in function 'addObjectTool'
[string "DungeonEditor.lua"]: in function 'mapView'
[string "DungeonEditor.lua"]: in function 'update'
[string "Grimrock.lua"]: in main chunk

I don't know, maybe I am wrong but this seems like it may be a very easy fix. It is a bug right?
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JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
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Re: Beta 2.1.14

Post by JohnWordsworth »

What a bumper update! Thank you for continued efforts to keep making the modding environment better and better - it's very much appreciated!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Beta 2.1.14

Post by petri »

You're welcome! Can't wait to see what you guys create with the tools. It's heartwarming to see how enthusiastic and skilled the modding community is!
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Jhaelen
Posts: 74
Joined: Fri Oct 19, 2012 10:49 am
Location: Paris, France

Re: Beta 2.1.14

Post by Jhaelen »

For an update, this is an update :D ! My mod is growing and this stuff is going to help me, thanks to AH !
Vardis
Posts: 97
Joined: Sat Oct 18, 2014 11:19 pm

Re: Beta 2.1.14

Post by Vardis »

bug fix: block puzzle in sleet island can get into unsolvable state (does not apply to old save games)
LOL. I like the way you fixed it. Nicely done.
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Baddock
Posts: 12
Joined: Tue Nov 04, 2014 8:28 pm

Re: Beta 2.1.14

Post by Baddock »

Great patch! I look forward to using some of those new hooks in my mod that I am working on.
mvdeckard
Posts: 27
Joined: Tue Nov 04, 2014 11:16 am

Re: Beta 2.1.14

Post by mvdeckard »

Nice to see the game continuing to be supported. Though with all the "does not apply to old save game" I always have to debate if I want to start the current playthrough over in order to take advantage.

Part of me thinks I should just wait a month for more bug squashing and then play it, since my party is only Lvl5 :)
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