1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Patch Notes: Bedrock Beta v0.2.5 “Under-Apples”

Discussion in 'Bedrock Beta General Discussion' started by Simburgur, Nov 6, 2013.

  1. Simburgur
    Online

    Simburgur CEO & Creative Director Dev Team

    Messages:
    1,778
    Likes:
    1,241
    Trophy Points:
    630
    Bedrock Beta v0.2.5 “Under-Apples”

    Known issue: Some users are only seeing some of the menu (and not being able to interact with it or load a map) when starting up the game. Please see this thread for more information and potential solutions.

    Please report any bugs you find here


    OS X Support
    • WFTO now supports OS X!
    • If you have any issues getting the game to run on your Mac, please post in this thread

    Misc Features & Improvements
    • Ghouls now have several texture variants (however, the handsome ghoul is still the most handsome)
    • Slapping will now only be performed when no other hand action is possible (nothing can be dropped and nothing is currently selected)
    • When dropped, minions will now prioritize nearby tasks (if their basic needs are satisfied and they are not unhappy)
    • Dropping a minion into a Lair more than 3 tiles away from that unit’s bed will cause the unit to move their bed to the nearest empty lair tile
    • Gold dropped onto a Dungeon Core or Vault tile will now be stored
    • Defence parts dropped onto a defence blueprint will now be consumed to build the defence
    • Selling Vault tiles will now spawn gold piles instead of moving the gold to another gold store
    • Slapping units now makes units less happy and more efficient
    • Various worker tasks have had their priorities adjusted
    • When dropped, workers will look for the nearest task and then complete any other task of the same type in the local area before returning to normal behavior
      • For example, you could drop a worker in an empty, unclaimed room and they would claim every floor tile before looking for other tasks

    Bug Fixes
    • Various memory leaks have been plugged
    • A scrollbar should no longer randomly appear along the bottom of the screen
    Last edited: Nov 6, 2013
  2. Simburgur
    Online

    Simburgur CEO & Creative Director Dev Team

    Messages:
    1,778
    Likes:
    1,241
    Trophy Points:
    630
    Just FYI, the patch isn't quite live yet. We expect it to be up within 24 hours.
  3. Medjay
    Offline

    Medjay Dryad Backer

    Messages:
    962
    Likes:
    450
    Trophy Points:
    385
    All sounding very cool but what does 'under apples' refer to? :)
  4. SerphTR
    Offline

    SerphTR Gnarling

    Messages:
    20
    Likes:
    10
    Trophy Points:
    55
    osx support lol apple is what mac was called way back in daddy wozniak (not correct spelling) day
  5. Slichizard
    Offline

    Slichizard Skarg

    Messages:
    2,038
    Likes:
    537
    Trophy Points:
    375
    Waiting, as always.
  6. Medjay
    Offline

    Medjay Dryad Backer

    Messages:
    962
    Likes:
    450
    Trophy Points:
    385
    Oh gosh, I'm sorry that was just too obvious for me, I get it now :D
  7. v0id
    Offline

    v0id Programmer Dev Team

    Messages:
    752
    Likes:
    218
    Trophy Points:
    380
    The update is gone public.
    joepenzo likes this.
  8. themaninthesuitcase
    Offline

    themaninthesuitcase Dwarven Worker

    Messages:
    5
    Likes:
    2
    Trophy Points:
    20
    At last! I've been waiting for the OSX version since the first windows release. Looking forward to finally being able to feed back into the beta.
    AvatarIII and James like this.
  9. RMJ
    Offline

    RMJ Sentinel

    Messages:
    158
    Likes:
    52
    Trophy Points:
    155
    Really starting to come together nicely :)

    Still waiting for drag mine pick sound :p and training room or the equivalent.

    Nice job :) i love the darker setting as well. Really feels like you are underground now.

    When units stops running around all the time, thats gonna be great as well. Dont like it when they run all the time, its like they are always in a hurry.
  10. PMcD14
    Offline

    PMcD14 Ghoul Backer

    Messages:
    8
    Likes:
    4
    Trophy Points:
    80
    Thank you so so much! I've been checking every week for a working Mac version - playing the beta via Virtual Machine just wasn't do-able and I didnt want to report any bugs i found playing via that method :D

    So glad I can finally play native on my mac :D
    AvatarIII likes this.
  11. Peetfighter
    Offline

    Peetfighter Dryad Backer

    Messages:
    1,271
    Likes:
    503
    Trophy Points:
    380
    What is the point of this?
  12. Cultist Joris
    Offline

    Cultist Joris Juggernaut QA Team

    Messages:
    1,489
    Likes:
    726
    Trophy Points:
    525
    What is the point of double posting?

    EDIT: I saw what you did there...
    [​IMG]
  13. Peetfighter
    Offline

    Peetfighter Dryad Backer

    Messages:
    1,271
    Likes:
    503
    Trophy Points:
    380
    Slow internet connection I think, deleted now.
    Edit: I think you see too much...
    >_>
    <_<
    *Hires assassin*
  14. Mozared
    Offline

    Mozared Augre QA Team

    Messages:
    817
    Likes:
    642
    Trophy Points:
    500
    Without this function, if a unit happens to make a Lair somewhere, it will always try to return to that Lair unless the specific tile is sold manually by the player. Imagine if you captured an enemy Lair on the other side of the map and a unit made a bed there without noticing - it would travel all the way back and forth between your dungeon and that captured Lair to do its business. If you'd pick it up and drop it in your regular Lair, it would still completely ignore this room and move back all across the map to the hostile Lair where its bed is. This way, if you drop a unit in a Lair room where it doesn't actually have a bed, it will make a bed there - allowing you to direct your creatures' sleep places better.
  15. Peetfighter
    Offline

    Peetfighter Dryad Backer

    Messages:
    1,271
    Likes:
    503
    Trophy Points:
    380
    Oh so it has to be in another lair. I thought dropping it in the same lair as the creatures bed would also cause it to move.
  16. Mozared
    Offline

    Mozared Augre QA Team

    Messages:
    817
    Likes:
    642
    Trophy Points:
    500
    It does. It's an unwanted side-effect, but not one that is so terrible that anyone will ever have any issues with it. And even if they do, we can up the range.
  17. AvatarIII
    Offline

    AvatarIII Ember Demon QA Team

    Messages:
    1,198
    Likes:
    532
    Trophy Points:
    555
    Why not increase the range to 5 tiles? Most people don't make lairs, or rooms in general, much bigger than that anyway.
    Peetfighter likes this.
  18. Simburgur
    Online

    Simburgur CEO & Creative Director Dev Team

    Messages:
    1,778
    Likes:
    1,241
    Trophy Points:
    630
    That's the plan if it turns out that 3 is too short a distance.
  19. v0id
    Offline

    v0id Programmer Dev Team

    Messages:
    752
    Likes:
    218
    Trophy Points:
    380
    We could even check if the unit was dropped on the same or another lair room than the bed is located but at some size you might even want to move them inside the same lair. not sure. however it's just one number to change it to a radius of 5 tiles.
  20. poet4nothing
    Offline

    poet4nothing Dwarven Worker

    Messages:
    1
    Likes:
    0
    Trophy Points:
    25
    I just want to let you know that i'm in love. even if it is just a beta. one day i would like to have the functionality back that allows you to grab an area and pull your view to a different location instead of just relying on the movement of the mouse.. just saying.. otherwise, fantastic <3

Share This Page