0.93 Save Stability, Bugfixes and Enemy Balance
Saves weren’t reliably loading runs which is terrible for Player Experience in this update. I believe I should have fixed this and improved the Stability of this. I don’t think this is fully fixed yet and I will continue to work on this in the background with the other Minor issues around saving still exist (save cheating actions) and some Trinket issues. But the Primary Issue of the File's being unreliable should be addressed so I'm very excited about this update.
There is also a very minor content edition:
Consumables (new):
> Brain Juice
Trinkets (new):
> Leaf
> Soup
> Crackers
Thanks to a Player called Axer pointing these out:
0.9310 Save code refactor:
> Removed 0.93’s previous node continuity and aimed to make overall stability later
> Refactored (Code re-write) Saving and loading code during operations to be more resilient to failures avoid issues such as:
> Ghost File Lock - System or background thread thinks the save files are being written to but the code has moved on
> Thread Failures, Third Party Interference
> Save / Load Code Flush content to the OS before moving on
> Write to a temp file first then to the actual save file if successful, Write to a backup file as well in the case of re-naming or file moving issues and check for the backup in the event of loading if original file is missing
0.93 Save Stability:
>(Removed - caused issues) Store previous nodes if you click a node that can take you to combat. If combat load fails - get dropped at the previous node. This is better from a continuity perspective.
> Remove Problematic While Loop that can lead to screen freezing added a bunch of error handling so loading should fail more gracefully and just show an error message
> Separate error catching for different kind of files being loaded so if one fails i.e. Combat or Statistics then the Run Data should still be fine, issues can be things like files missing
> Improve Stability of the new Random Seeding Class introduced and Separated it out from the Loading of Run Data or Combat Data
> Random Seeding added error handling to initialization and calling for random Values ensured it can’t be initialized to Zero which causes issues
Overall these should help further fixes to Saving and Loading should make the process more stable and reliable.
Quality of Life:
>Advisor Move health bar - it needed to migrate!
>On Hover enemy hide primary weapon, see health bars easier
>Double Posting to leaderboard reduced messaging (only creates extra messages if post fails to avoid confusion - the second post was for the Speed Run Leaderboard to confirm it did something - the button posts to both, but this way avoids confusion)
>Added ascension Hints
>Added ascension glow based on clears
>Tested Ascension on all classes - working
>Retroactively attempt to add some achievements for victories
Balance:
Reigning in the Ghosts and Ghoulies!
Mimic:
> Health Reduction
> Removed Sturdy
Floor 2:
> Elite Health Reduction
> Normal Enemy Health Reduction
> Tomb Sentinel - Reduced health of Reinforcements
Floor 3:
> Elite Health Reduction (where necessary)
> Normal Enemy Health Reduction
> Demons Nerf thorns by 1 point
> Black Knight (Ghost form) health reduced from 40 to 20 and removed 10 Willpower added 5 Ward instead
> Ghost Enemy health reduced from 15 to 3
Platform:
>Leader for Full Game Fastest Run behaves properly
Bug Fixes:
> Obradin Gestate Bannerman added Minion
> Removed allot of Debug Messaging (effects performance)
> Agility Bug when multiple attacks hit same target
> Fixed Last Floor Labelling for Special Nodes
> Fixed Victories not saving for Paladin and Rogue properly
> Ensure Demo does not have other Class Talents applied from Non Demo Classes
> Potion Loot table missing Block Potion
> Fixed the Talent upgrading card rewards from Permanently upgrading your cards (you would notice them in compendium as upgraded by default)
> Save Skipping Events and Towns disable menu button instead
Thank you for playing!
