I promise I haven't been lazy with anything but doing Windows builds. Still working on this game with much enthusiasm ! As always contributors welcome (and still quite badly needed!).
Release blog:
http://adam-dev-blog.blogspot.com/2013/03/lanarts.htmlDownload:
http://files.64digits.com/ludamad/lanarts-v0r10.zipCode:
http://github.com/ludamad/lanartsMajor changes:
- Enemies now do not regen health a bit after hit. This makes enemy packs a lot less annoying. [Credit for idea goes to serprex]
- Floating point strictness flags turned out to help a lot with the remaining syncing issues.
- Saving the game is much more streamlined -- now you simply need to exit (via shift+escape) and the game will automatically save. Reload the game and hit Continue (or enter), and your game is loaded. I feel comfortable having this the default now since I haven't run into any save-file bugs in a good amount of time.
- Victory screen added, you can win the game now !
- Scoreboard added, with stats for your previous characters, whether you won, etc. Navigate it with arrow keys/pageup&down if you have a lot of entries.
Minor changes:
- Made it easier to distinguish walls and floor in the brick&hive tileset
- A lot more code was brought to the lua side, including the menu implementation. The scripting is becoming quite mature, and the game much more engine-like. Documentation to come !
- Unit tests moved fully to use UnitTest++
- Network debug mode was fixed, logging was made more verbose. Diff'ing logs proved to be very effective rooting out syncing issues.
- Game pausing and the steps_per_draw setting work again.
- Minor balancing to spells
- Added key display overlay for spells, and FPS counter in corner
- Moved the wide-open and difficult floor 4 layout to floor 7
- More options for hosting games, and the server's options now override client options (whereas before they could be weirdly out of sync)