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zeno  [developer] Sep 3 @ 4:49am
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Shoot Em Up mode?
My Game updated not so long ago and i was curious and saw this "shoot em up mode" and tried it ... seems pretty fun, what else was included in the update?
zeno  [developer] Jun 4, 2015 @ 9:11am 
Thanks! Posting an announcement took some time, but it is there: http://steamcommunity.com/games/342610/announcements/detail/196251273320718408
awesome, so far the orb of safety in shoot em up mode crashes the game, same with choosing camelot in euclidian mode
zeno  [developer] Jun 4, 2015 @ 2:35pm 
Thanks, fixed these and some other minor bugs.
green orange Jun 5, 2015 @ 1:22am 
Game over in hardcore mode
After death in hardcore mode i see "You are killed by %the1!". This line doesn't use name of monster and doesn't translate.
zeno  [developer] Jun 5, 2015 @ 2:15am 
Fixed. Also fixed the drowning messages when a rock snake goes over water, forbidden rock snakes to go through LoEM. And the music file is fixed.
tricosahedron Jun 5, 2015 @ 4:43am 
Bug Reports
Bugs can be reported here.

This topic has been merged with two other topics with bug reports, so the first 17 comments got a little mixed up.

My original post:
(thread named "Suggestions: Heptagons in RRV, and compasses")

First of all, thanks for the amazing update, again! :)

At the moment, I can only think of two things which I think should be improved:

1) It's hard to spot pirates when everything is cluttered with compasses. I think it would be better if there was a restriction on how many compasses there can be in a certain area.
For example, when a compass is spawned, the game could check how many compasses there are within a certain distance, and if there are x more than allowed, the x nearest compasses would disappear.
Also, it might(?) help to draw them smaller.

2) With default settings, heptagons in Red Rock Valley are a little hard to recognize, but I think in order to perform well it's absolutely crucial in this Land to immediately see which tiles are heptagons, and which tiles are not. Using the option to darken heptagons fixes the problem, but not everyone is aware of the option, and people who usually don't use that option would have to switch everytime they enter; so I'd suggest to improve heptagon visibility even with the default settings.
Also, in plain tile mode, the ground tiles in RRV are very dark, making it hard to see the black tile borders.
Last edited by tricosahedron; May 20, 2016 @ 11:20am
Fulgur14 Jun 5, 2015 @ 6:12am 
Maybe it would be better if the pirates didn't have the same red/black/white color scheme as the compasses.
zeno  [developer] Jun 5, 2015 @ 6:28am 
Thanks! Regarding (2), RRV should make height differences clear, make heptagons clear, and look pretty -- I was unable to satisfy all three at the same time, so I have dropped the heptagons thing. Maybe some dark scratches on the heptagons could fix the problem, though?
tricosahedron Jun 5, 2015 @ 6:53am 
Originally posted by Fulgur14:
Maybe it would be better if the pirates didn't have the same red/black/white color scheme as the compasses.
That's probably a factor, too. But even if the color scheme was different, I think that too many compasses are irritating. You don't need that many anyway, since all of them point in the same direction.

Originally posted by zeno:
Maybe some dark scratches on the heptagons could fix the problem, though?
I think that would work fine.
zeno  [developer] Jun 6, 2015 @ 2:57am 
Added some markers for heptagons, and made Compasses not appear in there is another one in radius 2. Also fixed buggy Camelots appearing next to Caribbean, Orbs of Space not triggering the Game Over after you execute your only move which was moving a treasure, and Orbs of Yendor not moved correctly with OoS/boats.
tricosahedron Jun 6, 2015 @ 4:14am 
Thanks, much appreciated! :)

You can....move Orbs of Yendor? That's interesting...
I dunno where i should be posting bug reports but i seem to have found a really annoying one that seems to have a chance on happening on starting a new run after losing, where you start in a purple land called ??? and it auto turns on cheat mode : http://steamcommunity.com/id/DarkShadowJ/screenshot/714165230476943075

and if you press shift+l (the one that allows you to change starting location in cheat mode) it allows you to start in the "Great wall" which is the came area except great wall surrounding you
tricosahedron Jun 7, 2015 @ 6:51am 
I discovered a bug: Occasionally, the target markers for Mirages where wrong, but they seemed to move correctly (i.e. not in the direction of the pointers).

Not sure if those are intended:
  • You can move through rock with an Orb of Aether (nothing unusual so far), and automatically "climb" that rock once its effect ceases. I would have expected that you're always level 0 with Aether, and that you have to leave a Rock space once the Aether effect ceases.
  • When I tried the Hyperstone quest, at one point the game listed "Collect 10 Emeralds" as my next target. It took me some time to figure out I still had to unlock it, so suggesting to collect Fern Flowers first would have made more sense.
  • Fire in RRV looks kind of weird (I only saw outlines).
  • Probably intended, but just in case it is not: Running Dogs stay in place and die when they're next to you while you have a shield.

Also, apart from RRV, I think that Dead Caves and Vineyard are a bit too dark in plain tile mode. In the case of Vineyard, it may suffice to make the purple slightly brighter.
tricosahedron Jun 7, 2015 @ 12:14pm 
More (potential?) bugs:
  • Leaderboards: Number of turns to collect 10 Hyperstones (7.0) is displayed in a time format. The "times" are different than the real times to find Hyperstones, so it may be the actual number of turns, but displayed in a wrong format.
  • If there are rocks in the Hive, the inner tile heptagons or hexagons are drawn on top of them. I suppose this is not intended?
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