Legend of Grimrock
 
Create and download new dungeons, items, monsters, & environments
Use the Dungeon Editor to build entirely new adventures and challenges for other players to solve. Fill your dungeons with puzzles, traps, or even totally new items, monsters and environments with custom graphics and audio! Click here to learn more.
peeba  [developer] 2 Sep 18, 2012 @ 7:25am
Beta-1.2.8 has been released
Beta-1.2.8 has just been sent to Steam. The update should be available in a few hours and update automatically. If Steam has problems updating the build you can try restarting the Steam client and clicking on Verify Integrity of Game Cache in Legend of Grimrock / Properties.

It is important that all testing happens with the latest version. Please check that beta-1.2.8 is displayed in the main menu.

This build has much stricter error checking that the previous one, especially when defining new assets and when saving the game. These checks hopefully help in finding scripting bugs. They may also reveal scripting errors in mods which may have seemed to function properly. Mod authors are adviced to test their mods with the latest build and fix any errors.

If you think you have found a bug, please check that the bug is not in the Known Bugs list before reporting (see below).

Thanks to everybody for relentless testing! Have fun!

Changes since beta-1.2.7:
- added error checking for defineObject() and cloneObject() parameters
- added "activate always" for altars
- coordinates of current tile is displayed in status bar
- wall plants are no longer automatically placed with dungeon wallset
- added stricter error checks for script variables which cannot be saved to save games
- global tables of script entities are now saved to save games
- starting the preview now complains about function upvalues (they are not supported and are treated as scripting errors)
- script entity's variables and functions can be accessed from other scripts (e.g. script1.activate("test", 42) would call the function "activate" in script1 with args "test" and 42, and script1.foo would return the value of global variable "foo")
- bug fix: monster spawners spawn monsters on occupied cells
- bug fix: connectors don't work across levels
- bug fix: various crashes if an item is initially placed on a pressure plate
- bug fix: setMouseItem() crashes if called with an invalid argument
- bug fix: nothing happens when a spawner or spawn() is used to spawn a monster group
- bug fix: if the party dies while free look is active, mouse cursor gets hidden
- bug fix: Toorum's Thunderstruck talent does not work
- bug fix: starting preview leaks memory and eventually crashes the editor

Known bugs:
- when you add an element by right clicking on the map, several entities are added
- clicking "resume" from the pause menu throws away the item on the mouse cursor
- choose dungeon dialog has a "Delete" button instead of "Unsubscribe" for Workshop mods that have been subscribed to while the game is running
- initial window size isn't quite right when going from native full res to windowed mode
- when opening the automap in the small preview window, the text names of the levels are HUGE
- pasting text with newline characters to a singleline textbox causes part of the text to disappear
- if you give setMouseItem() an item that's placed already somewhere on the level, and then player tries to place that item on the ground, the game crashes "item is already placed".
- crash if party falls into a "double pit" (two pits over each other) and there is no level below the last pit
- crash when killing last character with a onUseItem hook
- cloned Orb of Radiance does not glow
- cloned Uggardian does not have the flame effect
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peeba  [developer] 2 Sep 18, 2012 @ 7:25am 
Also, a new scripting tutorial has been added to: http://www.grimrock.net/modding/how-to-create-hatching-spider-eggs/
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