The changelog thread

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Spiky Caterpillar
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The changelog thread

#1 Post by Spiky Caterpillar » Tue Feb 18, 2020 1:00 am

Changes in 1.0.2:
  • Loading saves made with the demo-over screen up on September 9th should now return to the scene you were in before the end of the demo. (This won't do anything about saves made with the demo-over screen up on other days as a result of alpha testing, but I think there aren't nearly as many of those.)
  • Fixed a bug in player image caching that would prevent the player sprite from properly updating if the player equipped or unequipped the bunny. This might have affected some other equippable items too, I'm not sure.
  • Bunny is correctly drawn when riding on a thicc PC's shoulder.
  • Fixed warnings loading games that had been saved with the hint explaining effect tabs up.
  • Fixed warnings loading some saves made with self-voicing on.
  • Fixed warnings trying to save in the dungeon while examining an item that has its own menu.
  • Foresight status effect renamed so it won't conflict with the Foresight spell. Old saves made while you had Foresight working on yourself may have problems; new saves made with Foresight up should be fine.
  • Display of status effects on the player during certain animations should be the same as they are normally.

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Re: The changelog thread

#2 Post by Spiky Caterpillar » Wed Feb 19, 2020 7:14 pm

Player-visible changes in 1.0.7:
  • Fixed a crash loading CG unlocks from the Steam Cloud.
  • Now ignores _reload* save files in the Steam Cloud. This fixes the bug where, if you'd used shift-R to force a game reload, the game would try to reload every single time you started (because it found a _reload file in the cloud, but the force-reload command wasn't cloud-aware enough to DELETE the _reload file when it was done.)
  • Crash when you see things take certain types of damage (deer biting training dummies, but possibly other things too) fixed.
  • Codex unlocks reworked to use Steam cloud. Since the unlocks are now tied to your Steam account, this means the game will no longer be aware of codex entries unlocked in older versions. If you want to import your old codex unlocks, pressing shift-O to go to the debug console and entering

    Code: Select all

        import_codex()
    
    should do it. This shouldn't affect non-Steam players. Note that codex unlocks in Steam don't propagate back to the non-Steam unlocks (because you might have multiple Steam users playing and want separate unlocks.)
  • Crash when Foresight is trying to tell you that a unit is planning to wait fixed.
  • Crash reporting movement for Training Dummies fixed.
  • When loading a save, set any status readouts that aren't currently showing to be sliding out. This fixes some saves that would later crash with complaints like "green_readout_anim is not defined".
  • Directional environmental sound in the dungeon had the stereo channels reversed; this has been fixed.
  • Saves made in certain conversations inside the dungeon should now load without whining about lost temporal consistency.
  • Mind Wall should now work.
  • Now redirect stdout and stderr to /dev/null for Linux players using Steam. This fixes a bunch of broken pipe crashes that would occur if the game tried to print debug messages. (The Steam client apparently closes the stdout/stderr pipes, so the data was being lost anyhow... which wouldn't be important if it weren't for the fact that Python treats a broken pipe as a reason to crash with an exception.).
  • A warning message loading saves made while casting Farsight fixed. (There's still some other minor bugs if you save during Farsight, that spell is surprisingly complicated under the hood.)


    Behind the scenes changes:
  • Code cleanup.
  • Debug messages trimmed.
  • Steam publication script tweaked, now automatically backs up the Steam integration source so if I get tracebacks in an old version of the Steam code I can still figure out where they were.

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Re: The changelog thread

#3 Post by Spiky Caterpillar » Thu Feb 20, 2020 3:36 am

Changes in 1.0.8:
  • Fixed a crash trying to communicate with monsters.
  • Debug messages trimmed.
  • spell_target_direction now discarded on save, so new saves won't generate warnings complaining about it on load.

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Re: The changelog thread

#4 Post by hanako » Mon Mar 02, 2020 2:33 pm

Changes in 1.0.15

* Small adjustments in Barbara's route allowing you to avoid the details if you want.
* Now possible to protest to Grabiner that failing the first exam really was an accident
* You can now talk to the deer in tutorial7.
* Deer bites are now properly melee damage.
* Empathy on the Deer now works.
* Communicate on the Deer now works.
* Description and Inspection reaction for Force Walls added.
* The Ghost Wolf should no longer follow the player when friendly.
* Dismiss button removed in dungeon. (Use 'Next'!)
* No longer allow you to keep trying to make friends with an already-friendly Ghost Wolf.
* The floor with the button in exam1 now has a subtly different description.
* Now skip Unit.AnnounceSensed if the level isn't set. This stops a crash when you drop a blinded monster down a hole (or otherwise remove it from the level, presumably)
* Crash casting Empathy on a Training Dummy with a status effect that was not Asleep fixed.
* Placing the crystal in the final now only ticks the dungeon AFTER the dialog line. This fixes the bug where, if something triggered console output, clicking on Next or in the dialog window would wind up falling out of the dungeon.
* uprints in conditions module no longer crash.
* We should no longer get spurious "The Hodag pushes against the force wall" texts when we can't see the monster or the wall. (We'll still hear the bump sound)
* Unit metabolism will no longer tick if it's already been removed from the level.
* F6 now "Upload User Reported Error", without screenshots.
* unxpected visitors now unExpected.
* Luke should now star out properly when you turn down the candlemaking invite in week12 instead of turning into a silhouette.
* Debug messages trimmed and/or reworked as uprints.
* Grammar fix learning Scramble Senses.
* Teleport failure for immovable objects now uses the object's is/are field.
* 'The X is enchanted' now uses correct is/are.
* Decrufting.
* Custom desc by the door in exam1 works.
* # sign added to game font.
* Crash after blowing up the pie in week5 fixed.
* Now discard the description saving and loading RemoteGates, instead of warning.

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Re: The changelog thread

#5 Post by hanako » Sat Mar 14, 2020 6:51 pm

1.0.17 changelog:
Dungeon:
No longer allow you to target units that you're aware of but can't see directly.
Gas improved: better inspection output, behaves a bit more sensibly if you've been moving it around for some reason, no longer reports that gas levels are increasing if they aren't,
Spirit Sense on unseen Training Dummies no longer gives an extra 'you'.
Plot:
A conversation with Suki no longer triggers early.
Nature Club members now remember the greenhouse if they've been there before.

Minor:
Typo and grammar fixes (Cafetera, incongrous, an error in Corrinna's poem, typos introduced in unreleased version 1.0.16)
Also delete the screenshot thumbnails when removing local saves on Steam.
A bug where William kiss CGs would sometimes get Damien kiss CG thumbnails fixed.

Technical:
The "Play in Safe Mode" Windows batch file now clears out all Python-specific environment variables. This works around a conflict with systemwide Python 3 installations on Windows.
Save warnings are now cleared before loading, so you should no longer get warnings for a previous save when loading a different one that's fine. (... and so I should no longer get confused looking around in uploaded saves that are perfectly fine for an error in a different save.)
Status effects with non-default MP (Enchant Object, or enchantments that you've been draining) now save/load the changed MP properly.
Warning loading saves where you'd cast Sleep on yourself fixed.
Errors in your persistent file now reported on the title screen, instead of waiting around to be reported as if they were a problem with a save.
A bunch more debug messages converted to use the new system.
A little code cleanup.
Some debugging code for tracking the magenta glitch in the final exam added.

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Re: The changelog thread

#6 Post by hanako » Mon Mar 16, 2020 9:36 pm

1.0.20 changelog:

Plot:
Should now end Barbara's path properly if you failed catastrophically.
More foreshadowing of possible pitfalls on Ellen's path. This includes things like her refusing to go to the fall play with you if you didn't interfere with either her or Damien (in which case she's going to pick him at Christmas anyway, so you need to choose a different route!) or a hint of impending doom at Christmas if you messed with the pie and never confessed, which is going to lead to a route-failure later.
It should be slightly clearer in a couple cases when you're playing on a failed path.
Spirit Sense handles invisible monsters better (reports what direction they're in, no longer shows their name if the only thing you know about them is that they're a spirit).
Spirit Sense grammar tweaks for parties improved.

Dungeon:
No longer crash when you scramble the Big Jelly's senses.
No longer crash when moving in the dungeon without all the variables properly initialized (I'm not sure how that happened, but I'm guessing that it hit players who visited the dungeon only occasionally and then hit scenes that take place on a dungeon backdrop).
Scramble Senses behaves better with monsters that make physical attacks. (It still doesn't give as much feedback as I'd like though.)
Big Jellies no longer have feet, so Sticky Feet won't work on them. (If you saved in a dungeon with a Big Jelly, it might still have feet.)

Technical:
More adjustment of debug messages.

Minor:
Dialog box falls out properly at the end of the scene in week3 where you tell Donald you're a terrible singer.
Gardeners no longer 'often commonly' bring in ladybugs.
Slight adjustment to scene where Virginia's telling you about what Damien did to Ellen

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Re: The changelog thread

#7 Post by hanako » Sun Mar 29, 2020 3:08 pm

1.0.23

Some custom graffiti no longer loses its font tags in the dungeon on load/save.
No longer crash when you cast Scramble Senses on your teammates.
No longer crash when a Seeker Sting spell can't find a target.
Seeker Stings now visible again.
Detect and Drain charm now work correctly with Wrong Way and Fire traps.
The bug where being pushed into multiple Wrong Way traps could get you stuck between dungeon cells (and thus lead to the walls and minimap being very weird) is fixed.
Now clear out the dungeon console when entering the final exam. This fixes a bug where, if you exited the previous weekend's tutorial certain ways, the dungeon text would still be onscreen when you enter the final... and if you then clicked on 'Next' (very easy to do by accident) you would skip the final exam entirely.
Inspection correctly displays certain graffiti messages.

Fixed a couple typos when Barbara kisses you and when you summon wild magic.

Yearbook now correctly displays some non-ASCII characters.
Yearbook now accepts more characters in names.
Yearbook will display characters that it does NOT accept in names as their numeric value.

Fixed some save warnings.
Debug messages tweaked.
Now saves type objects, which will help Spiky track down where the bug complaining about inability to serialize UserWarning()s is ACTUALLY coming from.

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