Bug squashing adventure: Patch five

Ready for more bug fixes?

Well, we have some. Three long-standing bugs fall today. They are:

  • A case where the line-of-sight state wasn’t cleared when switching boards. This resulted in random creatures being visible
  • A bug where removing the last creature from the party wouldn’t update the line-of-sight
  • The issue where hide-volumes didn’t hide lights

Lastly, we are adding a bug back in! I know that sounds strange, so let me explain. Players being able to teleport creatures was not intended. However, the feedback we got yesterday taught us that people have been using it and, in fact, it has become important to the play style for some people.

We do not want to mess with this until we have and proper solution, so we are restoring this bug. We will then incorporate this into the improved player controller coming next year.

And that’s it for today. Tomorrow, we will be back with one last patch in our Christmas bug-fixing marathon.

Until then, happy adventuring!


BUILD-ID: 7854701 - Download Size: 2.5 MB



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Doskious
Doskious
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The update to hide lights when their sources are hidden is going to break a lot of community content that calls for well-lit areas in otherwise dark boards. Not saying that consistency is bad, just that there’s probably going to be feedback about this along the same lines as the player teleport capability.  Personally, I’m looking forward to being able to figure out how to do lights the way I want to once TaleWeaver is available, but until then this change does somewhat limit build options for thematic dark areas.
Tuc0
Tuc0
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Same here, I used to hide crystals to light up magical contaminated areas, portals, etc.
I hope, in future there will be 4th category for "effects", so GM could add various light and particle effects.