This is kind of an experiment since at this point in time Din's Champion isn't even in Early Access yet. Since I'm already putting together a changelist for our weekly builds for the testers, I thought this might be interesting to some people who want to follow the progress of the game more.
0.800 change list:
- now if transitioned town doesn't fit in new area it will shift it around to fit
- now if transitioned town doesn't fit in new area after shifting it will create a larger area
- fixed a possible crash in Level::addBackgroundBlocks
- fixed adding a larger than 1x1 level on world edge breaking things (crash in addBackgroundBlocks)
- fixed a problem with fake border levels going beyond the max edges
- can no longer attack through blocks and closed doors
- now carried over entities if their corrected position isn't valid, it finds a good one
- fixed a couple places spawn item could fail when loading an item and the loading position when then be wrong (Delilah)
- fixed losing npcs if asked them to join party and then kicked them out of party
- fixed some entities not settling on ground properly the first time they apply gravity
- now reduce damage from monsters in low levels if the monster is a higher level than area
- now blocks only try updateBlockShape in applySlowInteraction 20% of the time to use less cpu
- sped up ResourceSystem::findResource a little
- gates, house deeds, crafting objects, furniture, and player chests no longer go on active list - dropped test case from 150 to 50 active entities
- items should now go inactive when done falling correctly
- items now use timer for deleting if on ground too long instead of using event system (test case has over 2200 delete events posted, now 4)
- changed GraphicsSystem::useModelCache to use insert instead of resize/memcpy
- optimized LightingSystem::getBlockVertLightIntensity a little
- changed ObjectSent stuff on server & client to array instead of linked list
- made it so caves no longer spawn too close to start location
- added in new logo
- hooked up new logo on loading screen
- hooked up new theme music
- no longer try to spawn an area block if too close to a player
- no longer try to spawn monsters, chests, traps, and objects during area block spawn if too close to a player
- added a build workbench quest
- added a build modification table quest
- added a build house quest
- now starting quests auto select
- now show an icon on main game screen for current selected quest - highlight text will tell quest title/text, left click will open quests menu, and right click will go to map location
- now save current selected quest
- fixed explosion barrels sometimes not exploding (TriggerDistanceZ breaking TrapInstantBase)
- now server sends keep alive messages to client when generating a new world so client doesn't timeout
- area blocks set to always have chest is not literal anymore
- made dungeons have more rooms and hallways
- now check monster spawn position against house deeds better
- made spiders and scorpions have slightly smaller x axis bounds
- doubled NewPlantPerSurfaceLevelChance
- increased DamagePercentPhysical/DamagePercentPoison for ArchetypeDarkOrcShaman/ArchetypeDarkOrcWarlock from 0.3/0.3 to 0.7/0.7
- traps and objects can no longer be guards (at least for now)
- now liquid damage has some resistance piercing
- can no longer use a non-player placed chest from too far away
- no longer highlight tree leaves when damaged since it doesn't use alpha and looks blocky (noHighlight in skn)
- increased amorph Weight from 1.25 to 2.0
- hulks now knockback others 50% more
- decreased Obsidian ValueMult from 0.5 to 0.33
- now linked skills all automatically get added to hotbar
- skills put into hotkey bar automatically now set up select/instant use correctly
- harmful liquids, harmful gases, and blight will now eventually destroy plants in/on them
- can no longer place torches out of sight
- no longer lock on to entities marked as CanOnlyTargetDirectly when move cursor off of them
- client no longer sends as many packets to server if last server message is an alive message (generating a new world)
- changed getSightFromPosition from using ReservedPosition to normal position
- halved ObjectTriggerLeverRandom/ObjectTriggerSwitchRandom chances
- set lots of projectile skills to repeat
- increased PowerRegenPerInt from 0.08 to 0.15
- increased PowerRegenPerSpr from 0.08 to 0.1
- increased CombatPowerRegenMultiplier from 0.25 to 0.5
- now don't check if platform blocks things when placed
- now doesn't matter if critters are blocked by placed blocks (Delilah)
- now doesn't matter if entities that can't move, can't be hurt, or can't be attacked are blocked by placed blocks (Delilah)
- fixed a skill immunity problem - which fixes killing critters with pickaxe (Delilah)
- now update screen/clients more when smoothing blocks, settling loose solids, and settling liquids (mostly so clients don't time out when server is transitioning to a new area)
- hooked up tailoring station model
- now ambushes have a MinLevel of 5
- fixed liquid rendering - broke something while optimizing :( (probably fixed editor issue also)
- increased FallingDamageMinSpeedMult for chest from 0.25 to 0.4
- moved lifestone/main gate up a little to prevent getting spawned underground
- added a MinPlayerLevel of 5 to a few darkness level modifiers
- ObjectTriggerLeverBlast & ObjectTriggerSwitchBlast now have a min level of 8 & 10 respectively
- made Game::getEntitiesInRange only add to list if not already in the list
- now dungeons can only spawn deeper down
- now when highlighting an item block tells you GroundMaxSpeedMult, GroundAccelerationMult, GroundDecelerationMult, and GroundJumpImpulseMult if not 1.0
- added oil effect
- added description to guard items to let player know when used they become a temporary party member
- fixed anvilAdamantium.tga typo
- fixed potionsStaminaNormalFlask.tga typo (not using stamina potions though)
- fixed Shaman_orange.skn
- fixed Warlock_orange.skn
- no longer send client data messages to external server when only in fake game
- now don't get Damage help topic until below 67% health (was <100%)
- now don't get LowHeatlh help topic until below 50% health (was 75%)
- turned off "Items on the ground" help topic
- no longer get ObjectInteraction when near player lifestone/gate
- moved WorldCarryOver help topic to pop up on win, lose, or lifestone takes damage (or level up as a backup)
- fixed Base Gate help topic
- fixed a couple foundation issues on houses
- fixed a couple random torches in houses
- fixed weird issues with 2 blocks in same block and one of them has custom slope blending
- now correctly show block outline when highlighting a block that has a slope (because can place in deposit layer)
- fixed missing Effects/brazierfire02.eff
- fixed missing Effects/braizerfire.eff
- fixed missing Sounds/Objects/torch.wav
- fixed test_checkDatabase trying to find Explosion mdl in some database entries when they are projectile entries not models
- fixed Skills/Mutations_Venomous.tga typo
- fixed missing Models/Players/maleHuman/male_platearmorGold.tga
- made other metal versions of Leatherworking station
- now highlighting class choices shows class icon in highlight text
- now highlighting class choices for 2nd/3rd class choice shows class description
- removed a few platforms from houses
- fixed cheat_winGame - not available in public builds :)
- changed save version to 300
- made rock bounds a bit narrower so doesn't get stuck on edges so much
- changed MapVersion to 9 (older maps should still work perfectly fine)
- split loading screen into 2 textures
- added some purpose text to starting quests
- fixed a few item status effects that were trying to change player skin
