Author Topic: AVWW Post-Release 1.053-1.055 "Industrial Vision" Released; 1.1 Official Next We  (Read 3937 times)

Offline x4000

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Original: http://arcengames.blogspot.com/2012/06/avww-post-release-1053-industrial.html

This one takes another step back from doing release candidates for the official 1.1.  Sigh.  It's not that the game isn't ready for 1.1 -- things are extremely polished at this point, and we're seeing diminishing numbers of small things that need to be tweaked each day prior to 1.1.

However, E3 has been more of a disruption than we anticipated to both our distribution partners and the press in general.  Releasing 1.1 right now would be a good way to largely get ignored by the press (though things are going well at E3 for us in the IndieCade booth, from the sounds of what Erik is telling me).

We've therefore decided to push back the 1.1 release until early next week.  In the meantime we're going to do last bits of polish (every bit helps), and cram in a few last features that were otherwise going to be features for 1.2.

One of the big features that I'm working on at the moment is better internal tools for us to mathematically analyze spell balance, to get spells better balanced than they currently are.  Things aren't super far off at the moment, but they could be better.

Meanwhile, Keith has been working on a pair of (safe to implement) features that we had planned for 1.2 that I think you'll be excited to see hitting this official version rather than the next one.  Those aren't complete yet either, but that's why the release notes are so short today -- several larger-in-time-commitment things going on at once.

More to come soon.  Enjoy!

UPDATE: 1.054 has a couple of key bugfixes.

UPDATE: 1.055 has one bugfix that we had to rush out.

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time.  If you don't have 0.500 or later, you can download that here.
« Last Edit: June 07, 2012, 11:26:07 am by x4000 »
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Offline TechSY730

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Cool stuff. Thanks for implementing the job profession on the pause tooltip thing.


Not a big enough deal to make a new post, but in the puzzle rooms, why does the status thingy say N blue and M red, when the circles are black and white?

Offline timtim

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I'm hoping for a Day Of The Triffids-style deadly plant enemy in a future release, which is a giant majestic looking beautiful plant that is 90% of the time just nice to look at and impressive - but 10% of the time it'll lurch down as you pass by and if it bites you if gives you a damned bad poison that keeps poisoning until you defeat the destroy the plant (so it's a race against time).

Image in my head as I hope: http://loyalkng.com/wp-content/uploads/2009/12/Day-of-the-Triffids.png

Looking forward to 1.1 a lot lot!

Offline MouldyK

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Sad to hear you have had to delay 1.1 again, but at least you are not just lying around and instead implememnting some things in. :) Nice to see that and hope you can finally launch the stable version next week like you want to. :)

Offline zebramatt

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Cool stuff. Thanks for implementing the job profession on the pause tooltip thing.


Not a big enough deal to make a new post, but in the puzzle rooms, why does the status thingy say N blue and M red, when the circles are black and white?

Are you using a texture pack? I monochromed the puzzle planets in my texture packs!

Offline TechSY730

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Cool stuff. Thanks for implementing the job profession on the pause tooltip thing.


Not a big enough deal to make a new post, but in the puzzle rooms, why does the status thingy say N blue and M red, when the circles are black and white?

Are you using a texture pack? I monochromed the puzzle planets in my texture packs!

...
Yes, that would explain it.
I'm using something called "A Valley With More Depth" or something along those lines.

Offline Misery

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I ran into a nasty crash with this version (the kind that also makes Windows have a seizure).

Was in a pyramid, right, went into a boss room.... not for a mission, just one of them boss rooms that spawns randomly, went in for the heck of it, area loads, boss waddles at me, I jump around and start firing.    Fire bat comes at me, target it, hit it with Ball Lightning, aaaaaaaaaaaand..... game locks up; music starts repeating a single one-second long bit over and over again, hitting escape does nothing, hitting ANYTHING does nothing, barely even got Windows to work right after that. 

Figured, ok, that was strange, but lets jump back in;  it reloads me at the entrance of that boss room.   I start firing at stuff again, fire bat comes at me, shoot fire bat...... game locks up again.   

Both times, the game wouldnt resolve this like it usually does;  I had to forcibly close it with the task manager.   This also appears to have NOT produced error logs (as they were last altered yesterday, which was the bloody backup failing again due to Windows' stupidity).


I figured I best at least mention this here, even though there's no files of any sort to attach....



On a brighter note, the change to the Industrial characters is a good one;  the extra scouting AND the new minimap thing together make them suddenly desirable;  I can see those attributes being pretty useful.

Offline zebramatt

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Cool stuff. Thanks for implementing the job profession on the pause tooltip thing.


Not a big enough deal to make a new post, but in the puzzle rooms, why does the status thingy say N blue and M red, when the circles are black and white?

Are you using a texture pack? I monochromed the puzzle planets in my texture packs!

...
Yes, that would explain it.
I'm using something called "A Valley With More Depth" or something along those lines.

Yeah, that'd be my doing! Those blobs were making my eyes hurt. Sorry for the confusion!

If you want to switch them back you can just delete PuzzlePlanetRed.png and PuzzlePlanetBlue.png from the \Texture Packs\Valley With More Depth\Images\Items\ folder!

Offline keith.lamothe

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Figured, ok, that was strange, but lets jump back in;  it reloads me at the entrance of that boss room.   I start firing at stuff again, fire bat comes at me, shoot fire bat...... game locks up again.   

(...)

I figured I best at least mention this here, even though there's no files of any sort to attach....
Do you not have the world folder?  That would be very helpful here since it seems you were able to reproduce the problem at will :)
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Offline x4000

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UPDATE: 1.054 has a couple of key bugfixes.
That also includes the fix to Misery's bug -- thanks!
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Offline keith.lamothe

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UPDATE: 1.054 has a couple of key bugfixes.
That also includes the fix to Misery's bug -- thanks!
I was fighting a deepwoods gargan just yesterday, iirc, and it got off several salvos of those canisters.  It would not have surprised me if I'd mis-defined the canisters and caused them to do some kind of recursive lunacy, but it would have surprised me if I'd done that and said lunacy had not emerged until just now.  Was it just a only-hangs-in-certain-circumstances thing?
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Offline x4000

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UPDATE: 1.054 has a couple of key bugfixes.
That also includes the fix to Misery's bug -- thanks!
I was fighting a deepwoods gargan just yesterday, iirc, and it got off several salvos of those canisters.  It would not have surprised me if I'd mis-defined the canisters and caused them to do some kind of recursive lunacy, but it would have surprised me if I'd done that and said lunacy had not emerged until just now.  Was it just a only-hangs-in-certain-circumstances thing?

Nope, it was just me not copying something over to the new location properly.  Whoops!
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Offline keith.lamothe

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UPDATE: 1.054 has a couple of key bugfixes.
That also includes the fix to Misery's bug -- thanks!
I was fighting a deepwoods gargan just yesterday, iirc, and it got off several salvos of those canisters.  It would not have surprised me if I'd mis-defined the canisters and caused them to do some kind of recursive lunacy, but it would have surprised me if I'd done that and said lunacy had not emerged until just now.  Was it just a only-hangs-in-certain-circumstances thing?

Nope, it was just me not copying something over to the new location properly.  Whoops!
Ah, ok.  It's not a bug, we just buffed the Deepwoods Gargan: if you don't kill it within a few seconds of aggro, it kills your computer ;)
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Offline x4000

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Exactly.  :D
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Offline TechSY730

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It would not have surprised me if I'd mis-defined the canisters and caused them to do some kind of recursive lunacy,

There was actually an iPhone game where you could define your own shot types that are usable in custom games.
Just to be silly, I tried to define a recursive shell (a shell that when it explodes, it deploys one of itself) However, the game was too smart for that and did not let me do that. It didn't however stop my from creating a circular infinite recursion (A spawns B, which B then spawns A). Yea, I'm twisted, crashing games for fun.