Author Topic: MageGuild 2.0 Released  (Read 3693 times)

Nahjor

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MageGuild 2.0 Released
« on: July 20, 2010, 01:12:15 PM »
After a (way too) long beta, MageGuild 2.0 is finally out for public consumption. It's available over at http://www.lukossoftware.com/node/8.

This version was largely about adding new stuff...new enemies, new items, new terrain, new features for the editor, and so on. Hope you enjoy it, and if you find any bugs or have any new ideas to share, please toss me a line, or report an issue on the Lukos site's bug tracker.

Thanks!

getter77

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Re: MageGuild 2.0 Released
« Reply #1 on: July 20, 2010, 02:05:46 PM »
Fantastic and congrats...sounds like a meaty slate of improvements since the 1.x days!   8)

I really hope the audience for this game increases by a good margin with this new major version.   :)
Brian Emre Jeffears
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getter77

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Re: MageGuild 2.0 Released
« Reply #2 on: August 30, 2010, 03:25:00 PM »
Quote
2.0.1 (patch release for 2.0)

*New stuff:
-equipment now uses colored tiles

*Bug fixes:
-fixed bug where saving would make polymorph effects permanent
-fixed crash on completing scenarios
-updated description on Fire Wall
-fixed issue with mob AI saving correctly
-fixed issue with minimap not redrawing after a load
-fixed issue with remembered mobs being blank after a load
-fixed issue with cracked energy-infused crystal balls
-fixed crash on dopplegangers copying a unique mob

*Editor:
-added new flag for custom mob powers, lets AI use powers intelligently
-special pool rooms can now be turned off properly
-fixed crash on exporting tiles when no custom tiles exist
-added support for custom descriptions on mobs
-fixed bug with Project Ball command

Yay progress.   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training