In this thread, I keep you updated on the issues I'm already aware of, as well as the steps I've undertaken to fix them. I'll reply to this topic periodically, adding new updates.
Fixed before July 24th, 2017:
- Very rare, sporadic crashes when starting to push a block. Probably fixed. This was an engine error related to 3D-sounds. Workaround deployed. Let me know if it happens again!
- Adjusted enemy health and strength for a more enjoyable experience and better balancing
- Fixed an issue with the "Lightning"-Orb effect: Lightning would appear offset from player
- Fire set by Will-o-wisp enemy did not disappear when changing rooms. Fixed
- Very rare, sporadic crashes when rapidly resetting rooms. Fixed.
- It was possible to trigger a second Status-Ailment poem while the animation of the first was still playing, causing a minor mix-up. Fixed.
- We have adjusted and notably lowered the drop rates for equipment. Finding gear is therefore a much more rare event.The chances where lowered from 50, 40, 30, 20 and 10% for each chest and subsequent loot piece to 20, 10, 5, 3 and 2% respectively.
- A rare issue regarding AUTO-EQUIP was fixed that could cause subsequent crashes.
- Crash on Game Exit after using GearfieldThis crash appeared more serious than it was, and had to do with an accidental second attempt at removing the equipment items (though the second attempt did fail and threw that warning). This is fixed.
- Crash during the Loadout change with GearfieldThe reason for this crash was a mix-up in the reorganization of the player's inventory after putting items in storage. Hopefully fixed. :)
- Treasure chests with keys would spawn as already opened chests if another key was recovered in that room and the room subsequently left and re-enteredTreasure chests errorneously had the wrong indices set for the lookup to check if it had already been opened. Due to this, opening one treasure chest with a key in it would mark all of them in the room as opened. Fixed.
- Locked doors could appear open, chests already opened, and enemies won't spawn under very particular circumstancesThis was an extremely rare bug, that has been fixed. Had to do with a wrong lookup regarding whether a particular item has been used before, and would only trigger if two subsequent rooms had just the right arrangement and sizes.
- Chests could be opened from across tile gapsThe range these interactions could be triggered has been reduced. Fixed.
- It was possible to get stuck in a door if it closed during unfortunate circumstancesA bug unfortunately broke the system moving enemies and the player away. It is now fixed and should trigger correctly. While we were at it, we also added a small effect.
- [HOLD] conditions for buttons that are color mixtures (not red/green/blue) did not work as expectedThese conditions were errornously not marked as [hold]-condition. Fixed.
- Cannot move ontop of a block that fell down onto a buttonThis error occured as pushed blocks where placed a bit too high. Fixed.
- Bridges are not spawned at fenced tiles
- Client shows "corrupt" Overworld dungeon data, and that dungeon cannot be foundThis was a side effect of that happened if that dungeon featured a hint ghost at an unfortunate position.
- Error message "Can't create alpha" or "Can't create DirectX texture"This is an issue that has been reported several times now, but I still cannot get to reliably trigger. I have added logging to potential problems (the client will sent an automatic report if this problem occurs), as well as fixed an issue that may have caused this: If true, then this is a mostly random pointer issue that occurs only at random moments when regenerating Orb-graphics or equipment graphics (happens, among other times, when entering the throne room). To check if that is the issue, I've asked all players who've reported this issue, so check your Bug reports! :) Update shipped with this change (hopefully a fix!) included.
- Lifepoints do not increase after level-up unless relogged in
- Statistics were skippedThis was a rare issue with an incorrect order in which certain functions related to the communication of the results were called.
- Crash when receiving Dungeon StatsThis was a rare error of the server misinterpreting the received data due to a string not being correctly escaped.
- Received orb does not appear unless logging out and relogging inThis can be by design, if your current orb slots are all already filled. However, there was a bug that prevented you from receiving your Orb, as the necessary Inventory synchronization was not triggered. This should be fixed.
- Player stuck in "grabbed" state (from Crab-enemy) after Death of Crab
- Elements of the Overworld are visibly clipped too early when moving down the screen
- Tutorial dungeon was too dark
- Changed some text to clarify that the player's team is not chosen by them
- Changed default selection for replaying a dungeon to "No"
- Changed default selection when talking to Gearfield to "Change Loadout"
- Slightly tweaked atmosphere settings
- When creating a report, a screenshot is now saved locally. It is NOT uploaded automatically, however.
- Due to rounding on the display, it was possible that a value of 0 was displayed for health before dying (in reality, this was just any value >0 and <0.5). The client now shows at least 1 if the health is >1
- It was possible to get stuck from a Hint-Knight moving unfortunately. Should be fixed!
- Speech bubble height now adjusts in Dungeon statistics if hint is longer than one line. Also fixed a small bug in the animation.
- Karky (Crab enemy) has been nerfed: Less strength, less damage to player in grabbed state, and less health.
- All invincible enemies now give more indication that they are invincible (either by a distinct "ping" sound (chargers), or by a clear "INVINCIBLE"-popup)
I'll try to keep you updated. Let me know if you have any questions!