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Traditional Roguelikes (Turn Based) / Re: I Am Overburdened, a silly roguelike (now at 1.2.10)
« on: April 22, 2022, 06:28:22 PM »
Hello there!
Hot-fix time. Sadly version 1.2.9. contained some "glitches"
Bugs everywhere
First and foremost please accept my apology for the bugs that I left in the game. Multiple discussions were started and you reached out to me with detailed descriptions and useful reproduction steps. I'm really thankful for having such an understanding and helping community. You are awesome!
Besides delivering the fixes I will do my best to minimize the occurrence of issues of any caliber in future updates.
That is a promise
Nightmare retry
A glaring issue. I'm really sorry about it. I don't know how I could miss this. Originally (before the 1.2.9. update) when retrying or restarting the game on Nightmare difficulty, the new game would also start on Nightmare difficulty. I messed this up with the Nightmare and Treasury shuffling and changes in the Inn and it always switches back to Normal.
Now it's fixed and I wrote some new automated tests to make sure I never break this feature again!
Achievements
An achievement (more specifically Nightmare achievements) related problem was described in a community discussion. I could not reproduce any related errors on my local build, but I did make changes to Nightmare and Treasury mode handling for update 1.2.9., so I decided to look into it. I haven't found any blatant mistakes, but I did put in some extra safety code changes.
Hopefully, if there was any bug in Nightmare achievements handling it is squashed now.
Teleport path-NOT-finding
The new movement mode (teleport) seems to be very well received, which makes me super happy
On the other hand, I did manage to leave a bug in this feature as well
Not a show-stopper, but the path-(NOT-)finding and navigation systems do not handle broken chests correctly (the "Toolbelt" item allows you to break them).
Normally you should be able to plan your movement through the broken chests without a necessary stop.
Now it works as intended.
Next stop
Progress is slower than expected on tying up the loose ends of the expansion pack. Steady, but a bit slow. I may change my mind in the end and release another smaller update beforehand. Will get back to you with the decision soon
Thank you very much for your patience and understanding.
Until then, take care and stay tuned!
Hot-fix time. Sadly version 1.2.9. contained some "glitches"
Bugs everywhere
First and foremost please accept my apology for the bugs that I left in the game. Multiple discussions were started and you reached out to me with detailed descriptions and useful reproduction steps. I'm really thankful for having such an understanding and helping community. You are awesome!
Besides delivering the fixes I will do my best to minimize the occurrence of issues of any caliber in future updates.
That is a promise
Nightmare retry
A glaring issue. I'm really sorry about it. I don't know how I could miss this. Originally (before the 1.2.9. update) when retrying or restarting the game on Nightmare difficulty, the new game would also start on Nightmare difficulty. I messed this up with the Nightmare and Treasury shuffling and changes in the Inn and it always switches back to Normal.
Now it's fixed and I wrote some new automated tests to make sure I never break this feature again!
Achievements
An achievement (more specifically Nightmare achievements) related problem was described in a community discussion. I could not reproduce any related errors on my local build, but I did make changes to Nightmare and Treasury mode handling for update 1.2.9., so I decided to look into it. I haven't found any blatant mistakes, but I did put in some extra safety code changes.
Hopefully, if there was any bug in Nightmare achievements handling it is squashed now.
Teleport path-NOT-finding
The new movement mode (teleport) seems to be very well received, which makes me super happy
On the other hand, I did manage to leave a bug in this feature as well
Not a show-stopper, but the path-(NOT-)finding and navigation systems do not handle broken chests correctly (the "Toolbelt" item allows you to break them).
Normally you should be able to plan your movement through the broken chests without a necessary stop.
Now it works as intended.
Next stop
Progress is slower than expected on tying up the loose ends of the expansion pack. Steady, but a bit slow. I may change my mind in the end and release another smaller update beforehand. Will get back to you with the decision soon
Thank you very much for your patience and understanding.
Until then, take care and stay tuned!