Version 1.0.11
Author: ThemsAllTook,
published 3 weeks ago,
[b]Tower of Destiny room changes:[/b]
[list]
[*]High Security: Added signpost explaining wire inspection
[/list]
[b]Mechanic changes:[/b]
[list]
[*]Toggle switches now hold pressure plates if dropped onto them
[*]Same-room waypoint travel is now permitted to locations where a monster is carrying statue rubble
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[b]Interface:[/b]
[list]
[*]Added Marks and Notes section to pause menu, allowing notetaking for the current room, and a mechanism for marking a monster or tile with a persistent colored icon
[*]Added alphabetical identifiers to statue rubble, toggle switches, and keys
[*]Added "Set Checkpoint" option in pause menu; when used, room reset will return to the checkpoint state before returning to the room's initial state
[*]Game-end summary screen now keeps the same room highlighted when changing graph types
[*]Clicking to change graph type or shown room in game-end summary graph now sets keyboard focus to that item
[*]Increased width of room time graph
[*]Added logarithmic scale option to room time graph
[*]Rooms with keys now show only the corresponding key color on their minimap icon, cycling colors if multiple key types are present
[*]Rooms with locked doors now show a lock icon on the minimap in the appropriate color(s)
[*]Minimap now shows an icon for rooms with inactive waypoints
[*]Inspecting a tile with a one-way ladder target shadow on it now shows the ladder shadow in the tooltip
[*]Waypoint menu now shows slightly different colors for waypoints in other rooms when cross-room travel is not possible
[*]When a replay exits the room unexpectedly, instead of exiting replay mode entirely, playback halts and a message is shown
[*]When showing room initial state in the current room, if Leaf's entry point is show, waypoints are now drawn in the activation state they were in at room entry
[/list]
[b]Bugfix:[/b]
[list]
[*]Stacks are now shown on the minimap as the color of their top item
[*]Fixed alphabetical monster identifiers to be able to count past ZZ
[*]Fixed edge case that caused statues not to remove poison trail if they die to an explosion on the turn they walk into poison
[*]Fixed memory error that could occasionally cause crashes when moving a selection in the editor
[*]Fixed room replay rapidly skipping turns in some cases when switching from real time to constant speed playback
[*]Fixed being able to repeatedly activate goal star by holding a wait input
[*]Previewing a room no longer causes the sidebar move count to show a value of 0
[*]Fixed several incorrectly handled edge cases when previewing rooms or interacting with the replay system while viewing the game-end summary screen
[*]Fixed possible save data inconsistency when exiting single room mode via waypoint travel
[*]Fixed an edge case causing incorrect sorting of rooms by clear order on game-end summary screen
[*]Fixed inconsistent mouse click detection on game-end summary screen
[*]Fixed room initial state not drawing Leaf's entry position in a newly-cleared-but-not-exited room
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[b]Graphical:[/b]
[list]
[*]Added bomb bug fleeing animation
[*]Changed wiring highlight colors. Lines from affected mechanisms to the switches that controls them are now a more distinct color from lines going in the other direction.
[*]Mechanisms wired to their own tile now show a unique symbol when moused over
[*]Fixed off-by-one-pixel issues with wiring overlays
[*]Fixed incorrect auto-tile priority for hot coals northward protrusion, which caused it to show up on top of walls
[*]Added auto-tile rounded corner transitions between space and other tiles
[*]Fixed some incomplete auto-tile corner transitions between sky/cloud and other tiles
[*]Added animations for toggle doors/floors that both open and close on the same turn
[*]Reverted a change from 1.0.10 that made keys invisible while over pits, despite still existing; keys now remain visible and floating
[*]Added an animation for attempting to travel to a blocked waypoint
[*]Added highlight to waypoint menu to show the exact location being traveled to, in case of multiple waypoints close to each other making the center hard to distinguish
[*]Added extra highlight around the current item in game-end summary room time graph
[*]Mechanism wiring overlays are now drawn on top of all target tile highlights, instead of being inconsistently intermixed
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[b]Audio:[/b]
[list]
[*]Fixed reset sound playing at double volume when using the room reset button during replay playback
[*]Fixed win game sound playing at very high volume when restoring to the end of a replay that steps on the goal star
[/list]
[b]Editor:[/b]
[list]
[*]Fixed incorrect displayed player elevation when choosing a start position on top of a tile stack
[*]Fixed being able to place the player start position out of bounds when testing a room with sidebar layout set to put room title on the bottom
[*]When placing pit trapdoors, the surrounding floor tiles are examined for an appropriate pit type to put underneath instead of always defaulting to pit
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[b]Journal:[/b]
[list]
[*]Added entry for angry eye dying on poison
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[b]Controls:[/b]
[list]
[*]Adjusted gamepad analog trigger sensitivity, requiring much more pressure on triggers to activate actions, in order to reduce accidental presses
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