Those fun mornings where you wake up to the house burning down :P. Thanks for the details reports everyone!
BALANCE:
- Reduced number of items, gold, and fountains in Yendor since there's getting to be to many items in the game again. This should make Yendor harder, and just generally remove some items from the game.
- As a side note, I've reduced drops several times over course of development to take into account all the additional drops that come from special rooms, branch ends, vaults etc.
- The 'safe zone' created around stairs which prevents enemies from spawning in massive gangs right on the stairs now varries based on depth. It was previous 3 tiles radius everywhere. It is now:
- Upper Dungeon (Tier I): 6 tiles
- Grove, Swamp etc. (Tier II): 4 tiles
- Temple, Crypt etc. (Tier III): 3 tiles
- Branches + Yendor: 2 tiles
BUGS_AND_CRASHES:
- Fixed insta-crash with charging enemies (pretty much any time a bull frog or rhino got in LoS). This is the SingleCharacterStraightRay or isIndexTransparent one.
- Fixed soft lock when starting a new game (little white bubbles showing on char).
- Charge / sprint into a portal was causing soft lock
- Charge / sprint into teleport trap was causing soft lock
- Ogres (or slow chars) can now 'squeeze' past portals
- Ogres (or slow chars) can now interact on the diagonal: doors, fountains etc.
- Ogres can now 'squeeze' past traps and dangerous terrain
Planning on rewriting all pathfinding in future to take squeeze moves into account for auto explore / moving over multiple tiles. At the moment its frustrating having to walk right up to the tile to engage the squeeze.
Also am def aware that stat server is slow. Once I clear out some more bugs and crashes I'll be having a round II with it to improve performance and track a whole bunch more stuff.
