Finally got around to this stuff!
I'll finish up some fixes and hopefully have 0.64 released this weekend.
Phoenix wrote:If you export from the prison and die in the worm room, if you click on restart the game, it returns to the prison, but the option to export is no longer there. In the normal game it lists export to dungeon even though the dungeon is already exported.
I decided the simplest approach was to just eliminate the first problem so you can never get stuck in the prison. You'll always have the option to export, but this makes it work like CSB or RTC, so I guess that's ok.
Phoenix wrote:Holy %$#! Those worms have been upgraded. They are much faster. I used to be able to run and get behind a worm and attack, but these new worms turn and attack in almost the same tick. They move and immediatly attack as well. I've had a dragon do a complete 180 and attack in the same instant. I'm not sure how I feel about this change from the original. I'm seeing the same behavior with other creatures. It gives them essencially first strike ability. This could be adjusted to classic DM/CSB by a creature attack delay of 1 - 2 seconds.
For now, I'll just say that your opinion is noted.
Phoenix wrote:Deth Knights behave normally, except they have this odd habit of walking away from the fight and start wandering about.
Fixed that.
Phoenix wrote:My jaw dropped when I saw a worm dodge a fireball, but that's not necessarily an unwelcome change.
Phoenix wrote:When punching, I noticed that stamina was only draining every other punch.
The stamina drain for punching is low, but as far as I can tell the numbers are correct. It just won't always be visible because it is so low.
Phoenix wrote:The climb down option of the rope neither drains stamina nor generates any experience. I currently play using a single champion, so I don't use bows or thrown weapons. This means I have to train to boost ninja, and the rope action produces the highest amount of ninja experience.
It drains stamina and generates experience, but only if there is a pit. Using stamina and giving experience when there wasn't actually anything to climb was (in my opinion) a bug in DM, so DSB doesn't work that way.
Phoenix wrote:Lo vi bro normally cures all poison in DM/CSB, but it's not the case here. I can see why this is desirous for custom dungeons, but it not really true to the DM/CSB dungeons.
I didn't like how poisoning has a strength level, and the potion has a power level, but those didn't interact in any way. I will add an option in future versions to have them behave like they do in standard DM, though.
Phoenix wrote:Wall damage seems to vary as well from 1 - 3 instead of 1.
DM generates wall damage using its standard damage code. DSB's damage functions are laid out differently and it would be kind of awkward to try to use one, so it just generates a random number between 1 and 3, because usually that's close enough.
Phoenix wrote:I don't know if this is intensional, but ant men are half height.
They look fine to me...? Can you post a screenshot of what you mean?
Phoenix wrote:In the path of neta, just before the ring of poison are a set of stairs leading up to a skeleton ( level 3 ) behind two doors. The outer door is open here but closed in other varients.
The door worked properly for me. I looked it in ESB and compared it to the version in CSBwin and it looks exactly the same-- the door starts closed and gets closed if you opened it every time you enter the DDD.
Phoenix wrote:The wall decoration of some switches and slime outlets are inverted in the path of dain.
What do you mean inverted?
Phoenix wrote:When you arrive at the surrender your posessions square, access to the exit is possible if you are quick. The blocking wall appears a second later.
This is how CSBwin works too, I think. The wall is there initially, but after the trap has been deactivated, it takes a moment for the wall to reappear if you trip it again.
Phoenix wrote:There is a waterskin available from the south passage of the junction that spawns oitus. It's empty here, but full in other varients.
My CSB hint book says it's supposed to be empty, too.
Phoenix wrote:Outside of my training in the prison, I never needed to renew light spells and light levels never varied.
It doesn't surprise me, because, after looking into this, I found that there is a pretty big bug in the code that handles light spells. I'll fix it, of course.
Phoenix wrote:If you define a key to exit and then click here to return to the game, the game exits instead.
This is because the act of pressing the key to define it put that key into the key buffer, which was then processed as soon as you returned to the normal game interface. This would happen with
any key, but since the game was frozen most of them didn't actually do anything. Fixed it!
Phoenix wrote:For some reason, it took me several tries to save a change to swap leader side to End. It would change the setting and use it in game. I saved my game and exited the program. The next time I restarted DSB and reloaded my save, the change was gone. Repeating this process eventually corrected the problem.
When taking damage, if the damage rate is high and fast, the name bar damage display switches from damage/hit to cumulative damage from all hits or worse imaginary damage. I managed to wedge myself between two 4 packs of deth knights in Dead End. During the short battle, my damage at one point was displayed as 812, but my champion Tula only had 46 out of 623 health at this point and this was before using any vi potions.
I couldn't reproduce either of these issues.
Phoenix wrote:All the puzzles seamed to work as expected.
That's good to hear.
Phoenix wrote:While in the black flame section of the DDD, I got surrounded and my champion was spinning like a top from the attacks. This made it impossible to direct attacks toward a single creature. I'm not sure how this one could be addressed. The shift to face the attacker doesn't seem to be as quick in other engines.
I'm not sure what, if anything, to do about this one, either. I'll keep it in mind, anyway...