* DROD RPG: Tendry's Tale Windows offline installer updated to
1.2.8.398 - Changelog:
https://forum.caravelgames.com/viewtopic.php?TopicID=44739&page=0#435249 " Below is the list of changes included in version 1.2.8 of DROD RPG.
A big thank-you to hyperme for developing many of these fixes and additions!
Legend:
+ Addition
* Bug fix
! Change in behavior
Editor:
+ Expose multi-use pressure plates in editor menu (rotate to select). PR
+ Expose Hard Wall as a script command Build/Wait for item option. Topic PR
+ Expose NPC defeated as a script event check. PR
+ Playtesting: Support modifying custom variables in F4 dialog. Topic PR
* Room editor: Cut-and-pasting armed entities doesn't track sword positions correctly. Topic PR
* Update editor placement restrictions PR
Scripting:
! Imperative Die now processes immediately following a Wait For Defeat script command triggering. Topic PR
! Wait For Defeat is now satisfied when an NPC on tarstuff is defeated. Topic PR
! Apply Goblin and Wyrm weakness for Accessories Topic PR
+ Add command coloring, alphabetized ordering, and hotkeys to scripting. PR
* Script var changes to player position now work. Topic PR
* _ItemHPMult (etc) could have floating point imprecision when applied, potentially resulting in values one less than intended. Topic PR
* Fixed scripts becoming global (a) not being migrated to global list immediately on room entrance, and (b) running twice at once when converted on a later turn. Topic PR
* Make predefined vars _X, _Y, and _O accessible outside of an NPC script. PR
Game play:
! Fix any monster on tarstuff will now maintain a tarstuff tile underneath it while alive, and the tarstuff is removed when it is killed, just like how a tarstuff mother operates. Topic PR
* Fix monster stats resetting on room re-entry after loading game Topic PR
* Fix monster HP might not be set properly when exploring a room that was being previewed on the minimap. Topic PR
* Fix previewed rooms disappearing from the minimap in multiple cases (e.g., after picking up a map item, then undoing/restoring game). Topic PR1 PR2
* Prevent script setting player HP to 0 on room entry Topic1 Topic2 PR
* Prevent scripted explosion on turn 0. Topic PR
* Scripted token activation, questions, and event checks not occurring on turn 0 when (re)initializing the room. Topic PR
* Minimap room preview should use player's current stats for combat resolution. Topic1 Topic2 PR
* Fix player tweening effect when restarting room after entering with Player Role None. Topic PR
UX changes:
+ Add mirror movement animation. PR
+ Add new INI options for alternative full screen app management under SDL2. PR
+ Level editor screen: Now F3/F4 summary stats display shows red and black gate counts, as well as tallies for open doors. Topic PR
* Fixed light rendering glitches and artifacts.
* Multiple weapons on same tile had fluctuating display. Topic PR
* Fix armed monster flickering with weather effects. PR
* Fix some minor light rendering glitches and subtly changed certain properties of how the light and shadow rendering are animated. PR
* Falling entity's weapon now displayed. Topic PR
* Fix assertion when player falls to his death with sword pointing out of the room. Topic PR
* CaravelNet: Fix potential hangs and missed updates when uploading demo scores and server is not responding properly. Topic PR
* Bump effect fixes. Topic1 Topic2 Topic3 PR
* Play Video display glitch following video playback. Topic PR
! Vision token tarstuff opacity decreased from 80% to 65%. Topic PR
! Now stagger timing of when vermin disappear. Topic PR
! Anti-alias the white font on the game and room editor screens. PR
! Orb activation flash now fades out smoothly. PR
! Restore Screen focus now begins on save game list box. Topic PR
Third-party libraries
* Now using SDL2 instead of SDL for the GUI. "