Wolf Hall - Development Testing Thread

Male protagonist, in the Hall for bold and athletic boys.
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hanako
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Re: Wolf Hall - Development Testing Thread

#586 Post by hanako » Fri Dec 20, 2019 2:02 pm

0.7.26 - Quick bugfix for last night's uploaded errors

* Crash drawing minimap when there's a remembered monster that's no longer
in the level fixed.
* scrubber for chose_week32_barbara_date added.
* FINALLY fixed the save warning on timestampish (and added some notes to the
obvious place so new screens won't take as long to make scrubbable.)
* Trimmed a lot of debug information out of saves.

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hanako
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Re: Wolf Hall - Development Testing Thread

#587 Post by hanako » Sat Dec 21, 2019 5:58 pm

0.7.27 more bugfixes

* Decrufting.
* Fiddling with blitter.
* Debug messages trimmed.
* Monsters now cancel their metabolism action when they've fallen down a
hole or otherwise been removed from the level. Fixes a crash when Patrol
Dummies fall down holes in the group tutorial.
* RLEA tinted subtractor blits now work right. This means side walls with
moss flicker red instead of blue when damaged normally.
+ Compile new blitter for Linux i686.
* Fixed crash displaying a spellback with a blank slot. (Which also triggered
when reassigning spells)
* Initialize the party on load if we are (or have been in) a dungeon. Fixes
a crash loading saves made in the dungeon in pre-party versions.

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hanako
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Re: Wolf Hall - Development Testing Thread

#588 Post by hanako » Tue Dec 31, 2019 6:39 pm

Closing this thread up to move to a BETA thread because the game is now technically playable to the end!

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