Rogue Fable III
Rogue Fable III 1.21
Version Date
March 11, 2019
Patch Notes
March-11-2019 - Update 1.21
Another big ol pile of bug fixes!
Getting very anxious to start working on content again, every time I get a chance to chat with everyone on discord, or I read through some of the suggestions, or I just sit awhile and think about stuff I'd like to add I get super excited and want to press forward. Nonetheless I'm trying to maintain a bit of discipline here and just keep pressing through all these bugs and crashes. As mentioned before, I'm hoping to get the bulk of it done by this Saturday so that we can get back to the regular schedule of real content updates.
That being said, just based on my own testing / playing, we've def made some serious progress here as far as general stability and squashing all the little annoying bits. Still a ways to go but we're getting there! Thanks as always for everyone's support through this somewhat tedious time! I promise we'l get back to the cool stuff soon!
SPAWNERS AND SUMMONERS:
- Fire bat nests can now spawn their bats over lava
- Fire bat nests can now spawn their bats over pits
- Summoning swords now treat lava, pits etc. as safe.
- Lich king will no longer summon his skeletons over pits, killing them instantly.
- In general I just rewrote the way that spawners and summoners detect 'safe' tiles. They now actually look at the type of monster their about to summon and determine based on its inherent properties.
SWIMMERS: LAVA AND WATER
- Swimmers will no longer follow the player up stairs if they are adjacent.
- Swimmers will now slowly die if knocked out of their element.
MISC:
- Summoned swords (player or NPC) will now cross lava
- Fixed a crash where getting 'pulled' by tongue or tentacle w/ strafe attack resulted in a crash.
- You can no longer jump into a pit when webbed or otherwise immobile.
- Fixed a strafe attack crash when descending stairs.
- Resting will 'pause' now if a status effect wears off.
- When crit hitting an enemy, their blood will never fall on the player. This is to deal with enemies that 'bleed' oil landing directly on player and possibly insta killing them. I've noted before that I'm looking to eliminate any of these stupid unavoidable deaths.
- Fixed a bug where a pyromancer was killed by his own fire storm and the targeting squares never disappeared.
- Clicking on the mini-map to fast move will now perform a 'safe move' i.e. the player will never attack if an enemy is at the end of the path. This stops the possibility of clicking on say a fire pot and dying due to attacking it. Again this is a stupid death that should be eliminated.
- Skeletons killed on pits will no longer leave corpses.
DESCRIPTIVE_TEXT:
- Added descriptive text to the draining status effect
- Updated cleaving weapons text to note max of 3 targets.