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Patch Notes: Bedrock Beta v0.3.2 “Enhance!” (+Hotfix on 13/2)

Discussion in 'Bedrock Beta General Discussion' started by Simburgur, Feb 9, 2014.

  1. Simburgur
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    Simburgur CEO & Creative Director Dev Team

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    Patch Notes: Bedrock Beta v0.3.2 “Enhance!”
    Hotfix on 12/2:
    Known Issues
    • On Mudbox Micropiglets don't move in the pre-built Prison
    • The UI tab for Rooms extends past the edge of the screen for some players playing on lower resolutions
    • The Tavern and Spirit Chamber are visible in the Veins of Evil but cannot be unlocked
    • Some tiles on the Tutorial and Rhaskos' Domain may appear as transparent
    • Occasionally unit shields will be surrounded by black squares
    • Playing in fullscreen with a non-native resolution will result in the game reacting to mouse clicks on the UI
    • Recall's VFX will sometimes not despawn
    Spell: Recall
    Benevolent Underlords may now rescue their foolish minions from outside their own dominion.
    • Vein: None (available at the start)
    • Cost: None
    • Recall can be used to teleport any of your units back to the safety of your dungeon (note: you can no longer simply pick up units outside of your own Area of Influence)
    • Recall has a channel time of 5 seconds and will be interrupted if the unit is attacked
    • The unit Recall is cast upon will be teleported back to their Lair; if no Lair can be found they will be teleported back to your Dungeon Core
    Prop Placement Preview
    We’ve started making changes based on the feedback we were given by Player Research and the comments you left in this thread, see WFTO Wednesday #57 for more information.
    • When dragging to build rooms, the tile gems will be coloured to indicate where props will spawn
      • Dark blue = Primary prop
      • Grey = Secondary prop (most props are secondary)
      • Cyan = Border prop
    • This should also work when expanding rooms, but there are currently no visual indicators when a prop will spawn on an existing room tile
    • The visuals for this are currently placeholder and will be improved in future updates
    Unit Behaviour Updates
    We’ve tweaked several aspects of how your minions behave - this was done in order to make them fulfil their main job more reliably and provide some contrast between eating and sleeping.
    • Units will now work more reliably
    • Units will now need to eat more often
    • Units will now need to sleep less often
    • Units will now only need to eat one or two micropiglets before they are full
    • Working or fighting will cause units to get hungrier faster
    • Units will no longer stop working unless their basic needs are nearly empty (or something else requires their attention - another job, rally flag, combat, etc)
      • ‘Nearly empty’ means the need is displayed in the unit shield
    • When a unit is sleeping, eating, or working they will continue doing so until that need is full (or nearly full)
    Unit Spawning Updates
    The Underworld Authority has clamped down on immigration, preventing the endless stream of undocumented minions into your domain. Glory to Arstotzka.
    • Units that spawn will now far more accurately reflect the rooms that you have in your Dungeon
    • The size of rooms in your dungeon now has a significant impact on the units that will enter your dungeon
    • Units will spawn far more smoothly over time
    • When you own multiple Gateways units will spawn out of the one that is closest to their specific needs
    Other Features, Improvements & Changes
    • Block selection is now much brighter
      • Please note that this is still a work in progress and some terrain types and wall segments will appear quite dark when tagged at the moment
    • You can no longer pick up units outside of your own territory (Recall can be used to return a unit to your dungeon)
      • Workers can still be picked up anywhere
    • Chill now slows enemy units for 5 seconds
    • Cauterize now increases the damage taken by enemy units for 5 seconds
    • Debug mode (F4) will now show how many of each units you have on the right hand side of the screen
    • Units will now move at different speeds depending on what their current task is
      • In combat and when moving towards a Rally flag they will always move at maximum speed
      • If they are doing or moving towards anything in your dungeon they will walk roughly 20% slower
      • If they are idle and have nothing to do they will walk even slower (at a randomly selected speed)
    Debug Console
    • You can now press F2 to open the debug console
    • See this thread for more details on what the debug console offers
    • Please note that some of the commands can cause instability, crashes, and general strangeness, so use with caution!
    Visual Updates
    • Several units have had idle, death, eat, and ability visual effects added to them
    • Ghoul summoning now has visual effects
    • The Necromancer generally looks awesome now
    • Underworld Gateway textures have been updated to a higher resolution
    • Overworld Gateway textures have been updated to a higher resolution and now match the colour scheme of other Empire structures
    • The Rhaskos Dungeon Theme textures have been updated to a higher resolution
    • Lair textures have been updated to a higher resolution
    • Vault textures have been updated to a higher resolution
    • Archive floor texture has been updated to a higher resolution
    • Slaughterpen has been updated with new floor meshes and textures
    • Beast Den connectors now match the floors and walls
    • A large amount of textures have had their import settings in Unity fixed and should appear slightly crisper on higher graphics settings
    Bug Fixes
    • Loading a second map in one play session should no longer cause strange occurrences (such as the camera freezing)
    • Fixed some Archive props from having a permanent research fx
    • Fixed large white squares appearing above some Crypt tiles
    • Removed static starting workers from all maps (they will now spawn dynamically), this should resolve any issues to do with having multiple worker skins appearing for players
    • The Bafu no longer takes damage from lava tiles
    • Fixed inconsistent lightning and textures on some Rally flags
    • Fixed Necromancer not playing any eating animation
    • The “Rally All” flag will no longer falsely attract heroes to it
    • Units will no longer interact with rooms or props using telekinesis
    • Units will no longer be able to attack defence blueprints
    Last edited: Feb 15, 2014
  2. Total Badass
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    Total Badass Gnarling

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    Looking good.
  3. Simburgur
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    Simburgur CEO & Creative Director Dev Team

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    We've just found an issue that needs fixing before we can push this live. Hopefully won't be too long.
    Noxlor likes this.
  4. Haze
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    Haze Ghoul

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    Ehh, so inconvenient. But in terms of multi-player game mechanics it is reasonable...
  5. Peetfighter
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    Peetfighter Dryad Backer

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    I like that Papers, Please reference. :)
  6. Jobs2k
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    Jobs2k Bafu Backer

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    No information in what that issue is?
  7. Noxlor
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    Noxlor Ghoul

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    Then how do you say to your minions that they have to leave the battle and send them home? Setting a rally flag in your own dungeon?
  8. CialnyGD
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    CialnyGD Gnarling

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    I think that turning of Rally does the job queit well, tested it yesterday :)
  9. mastersam911
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    mastersam911 Oculus

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    roughly how long until it's live?
  10. Noxlor
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    Noxlor Ghoul

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    When this one mysterious issue is fixed ;)
  11. Simburgur
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    Simburgur CEO & Creative Director Dev Team

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    Just wait until you see how satisfying Recall is to use.
    A horrible crash!
    Very soon hopefully. Compiling a new build now.
    Jobs2k and Reyh! like this.
  12. Antking
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    Antking Cultist

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    Question about recall, can you have as many units as you want recalling at one time or can only one/couple of units be recalling at once? Because being able to do an all-out attack with everything and then recall everything at once when you are attacked seems like something to avoid.
  13. -=Ds|Master
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    -=Ds|Master Bloodling

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    Looking forward to this patch looks very good can't wait to see the improved textures think I will give a multiplayer a try out :p
  14. Noxlor
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    Noxlor Ghoul

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    Good question ;)

    One more question:
    Will the underminer be part of the patch?
  15. Simburgur
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    Simburgur CEO & Creative Director Dev Team

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    Unofficially....

    F2 > SpawnTrap Underminer
    theMarg0r, Reyh! and Noxlor like this.
  16. mishko
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    mishko Gargoyle

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    When will Bafu be able to prison enemies? or was that scrapped? I'm not sure what unit abilities are scrapped anymore since aures can't augment themselves
  17. v0id
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    v0id Programmer Dev Team

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    Maybe read the section about "Spell: Recall" once more ;)
  18. v0id
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    v0id Programmer Dev Team

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    You can do that but the spell needs 5 secs to apply and if your minion is attacked within this interval, then the spell is canceled.
    So you can only rescue minions not under attack.
    JackW likes this.
  19. Noxlor
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    Noxlor Ghoul

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    Yeees...So you can only rescue minions not under attack :cool:
    So, how to force minions to leave a battle? Will they leave the battle as soon as the rally flag is canceled?
  20. v0id
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    v0id Programmer Dev Team

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    Yes they should do if they think they wont win. However the fleeing system does not work good right now and needs another pass.
    Right now imps are always involved in battle these are things we need to fix still.
    Noxlor likes this.

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