What changed
2 fixes1 addition1 change0 removals
addedWe aren't changing big numbers but this is a big one. The checkpoint system is now fully fleshed out, and checkpoints load reliably. Cloud saves support has also been added.
changedCheckpoint loading is much more solid now, but not 1000% guaranteed yet. You shouldn’t see issues with missing/dumb enemies or previously opened locks resetting on load. I’m also now tracking enemy position so they reappear where they were at checkpoint time.
fixedGeneral: — Fixed checkpoint loads for enemies, items and stats. — Fixed on rails enemies that could stop mid path, like the first dog. — Fixed big shotgunners messing up their movement when trying to escape grenades.
fixedLevels: — Fixed some Z-fighting in level 2. — Fixed trigger deviating projectiles in lvl 3. — Fixed column without collision in level 3. — Fixed naviagtion mesh so enemies can no longer walk through some corners in level 3. — Added kill trigger in level 7’s patio, so player will always die if falling off a ledge. — Added doors to ensure neither player nor enemies leave the sand ambush room in level 12. — Made last resort fix for rare but possible softlock in that same level 12 spot.
Darkenstein 3D changes
addedWe aren't changing big numbers but this is a big one. The checkpoint system is now fully fleshed out, and checkpoints load reliably. Cloud saves support has also been added.
changedCheckpoint loading is much more solid now, but not 1000% guaranteed yet. You shouldn’t see issues with missing/dumb enemies or previously opened locks resetting on load. I’m also now tracking enemy position so they reappear where they were at checkpoint time.
fixedGeneral: — Fixed checkpoint loads for enemies, items and stats. — Fixed on rails enemies that could stop mid path, like the first dog. — Fixed big shotgunners messing up their movement when trying to escape grenades.
fixedLevels: — Fixed some Z-fighting in level 2. — Fixed trigger deviating projectiles in lvl 3. — Fixed column without collision in level 3. — Fixed naviagtion mesh so enemies can no longer walk through some corners in level 3. — Added kill trigger in level 7’s patio, so player will always die if falling off a ledge. — Added doors to ensure neither player nor enemies leave the sand ambush room in level 12. — Made last resort fix for rare but possible softlock in that same level 12 spot.
Hi everyone!
We aren't changing big numbers but this is a big one. The checkpoint system is now fully fleshed out, and checkpoints load reliably. Cloud saves support has also been added.
At the moment of writing, I have not set up Steamworks for cloud saves yet! But it will be done in the next hours. THIS IS NOT TESTED AND IT'S BETTER NOT TO RELY ON IT until we have word that it works fine or reports of its bugs. Try at your own risk.
Checkpoint loading is much more solid now, but not 1000% guaranteed yet. You shouldn’t see issues with missing/dumb enemies or previously opened locks resetting on load. I’m also now tracking enemy position so they reappear where they were at checkpoint time.
Quirks might happen, specially in very specific scenarios. As usual, please report any mishaps you see. ^.^
Full changelog:
General: — Fixed checkpoint loads for enemies, items and stats. — Fixed on rails enemies that could stop mid path, like the first dog. — Fixed big shotgunners messing up their movement when trying to escape grenades.
Levels: — Fixed some Z-fighting in level 2. — Fixed trigger deviating projectiles in lvl 3. — Fixed column without collision in level 3. — Fixed naviagtion mesh so enemies can no longer walk through some corners in level 3. — Added kill trigger in level 7’s patio, so player will always die if falling off a ledge. — Added doors to ensure neither player nor enemies leave the sand ambush room in level 12. — Made last resort fix for rare but possible softlock in that same level 12 spot.