Incursion: Halls of the Goblin King v0.6.9A

Incursion: Halls of the Goblin King v0.6.9A has been released.
Changes:

Incursion 0.6.9A
* Fixed incorrect calculation of percentile value mods from templates (that caused, for example, human zombies to have 100% movement rate rather than 30%).
* Added trap message for "alignment loss" bug.
* Assassins now have Alchemy, so they can make custom poisons with Poison Use.
* Fixed crash bug when generating encounter summons where there was no in-game summoner creature (i.e., Multitude wrath, Kissi.sav).
* Fixed issue with summoning preset monsters (i.e., dust devil) over water trying to make the encounter be aquatic and ending up generating strange random summons.

Incursion 0.6.9
* Implemented better auto-testing for reproducing crash bugs.
* Fixed a bug in the script engine likely responsible for diverse crashes, including Semirath intervention.
* Fixed crash bug on summoning related to missing zero terminators on the CandidateCreatures array.
* Fixed crash bug relating to division by zero when calculating knockback for airborne creatures.
* Fixed a crash relating to overflowing string buffers in the monster AI.
* Fixed crash bug related to unll map pointers when the Intimidate abilities kick in.
* Fixed crash-causing infinite loop related to attempts (by monster or PC) to break grapples.
* Fixed crash bug relating to newly-introduced "snow angel" monster.
* Fixed crash bug from VERIFY macro in CallMemberFunc()
* Fixed Creature::GetBAB-centric error messages.
* GetBAB now reports the correct BAB for monsters with BAB-increasing templates.
* Reduced creation of "castle" multi-rooms by 50%, by request of testers for balance.
* Fixed infinite-loop crash/hang bug in encounter gen involving nested encounters
* Fixed crash issues with Animate Objects, and added code to handle it better if this spell fails for some reason.
* Fixed crash bug with NULL map pointers and the print queue after attacks.
* Implemented compressed save files. This should both save disk space and make AutoSave less tedious at lower dungeon levels.
* (Intentionally) OOD encounters now generate only a single OOD monster, rather than potentially an entire party of them. Big fix!
* When OOD monsters are created, they are now logged in the player's journal for debugging purposes. Same for other eccentric encounter gen behaviour. This will go away when I get things better fine- tuned. "Failed" messages are not necessarily errors; the encounter gen sometimes fails and tries something different naturally.
* Fixed crash bug when corpses were destroyed; it was related to backRefs and code included to prevent Animated Objects from causing crashes.
* Put in placeholders for the new prestige classes.
* Fixed a problem causing priests to cast overly high level spells at a low dungeon level (because they had a template intended for high-CR, high-HD giant priests).
* Added new skill templates: master, paragon and legendary, to allow more powerful adventurers in challenge mode.
* Fixed div-by-zero crash bug in mana regeneration calculation.
* Fixed crash bug where moving into/out of a field causes the death of the mobile creature, resulting in a map null pointer reference.
* Fixed crash bug with missiles being destroyed or taken off-map while in flight.
* Fixed glitch where the encounter "graveborn creatures" would sometimes produce adult dragons at very low CRs. (I believe this was the cause of "mages" that cast cleric spells at low dungeon levels -- they were polymorphed dragons.)
* The encounter gen now keeps lowering the max base CR on consecutive tries to make room for manditory templates, so that they (hopefully) won't get skipped anymore.
* Encounters created in fiery or icy prisons now appear inside the prison area properly.
* Tested AutoRun ('run to location'), seems to work great for me. I need some 0.6.9 saves duplicating the issues people have with this!
* Immotian, the Multitude, Maeve, etc. now place their summons near the player correctly.
* Lots of general tweaking and fine-tuning to match special room types with thematic encounters.
* Flaming sphere, dust devil, spiritual hammer and summon shadows now cannot be used again while the first summons is still present. SS has higher CR, but costs fatigue. These construst spells do not count towards you 'max creatures controlled' PHD.
* Summoned creatures and illusions can no longer be live- sacced.
* The Multitude now has a stricture against magical healing, since they were a little to easy to accomidate before.
* The center square of tanglefoot bag strands and web spells now disappears properly. (The cause was writing the center twice, and thus recording the written terrain from the first write as the 'terrain to restore' on the second.)
* Aiswin no longer expects you to get revenge on traps that critically wound you, or on dieties expressing their wrath upon you.
* Holy Avengers now grant 50% magic resistance.
* Added a switch allowing the player to control the use of the Dirty Fighting feat, for the sake of alignment. Lawful NPCs don't use it, either.
* New monsters: batkin, gremlin, githzerai, githyanki (and added "silver sword" unique weapon and new psi powers to support the gith races), senmurv, lillend, feyr.
* Fixed crash bug with NULL EActor in Creature::Death, that triggered when monsters petrify.

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