Sunday, November 13, 2011

Beta Test Information

Last Updated at 1:08am on the 14th of August 2014
If you'd like to see the update notes for each version, you can find them at this link.

Home Build Version: Beta 0.11.910
Version with Test Team: Beta 0.11.865
Version in Closed Beta: Beta 0.11.865
Test Version on Steam: Beta 0.11.903
Public Version on Steam: Beta 0.11.863

This is a list of all upcoming features planned for the game and expansion, known issues with the game, and issues that will be available in the next update.


UPCOMING FEATURES (Features that have not yet been implemented, but are coming soon!)
- Add blood temples
- Add more monster types (including magical monsters) - EXPANSION
- Add witch hut functionality
- Add forge function for blacksmith 
- Add "war painted" boss monsters to lower levels
- Add dwelling internals rather than switching straight to shop interface - EXPANSION
- Add fishing!  - EXPANSION
- Add black market trade - EXPANSION
- Next bit of super secret online functionality 
- Add Banks



PRIORITIES FOR NEXT MINOR UPDATE
- In-game achievements should be worded differently to show that you're going up in level in those achievements
- Training screens should let you know if you don't have enough gold  
- Saving before reading a spellbook, then reading it, then quitting, then re-loading, then reading the book again can be used to keep building up your "spells learned" achievement in Steam version
- Add an "attack" key, as an option to using the mouse 
- Torches go out in the countryside when crossing chunk border while knee-deep in water   
- Add control support for left/right mouse switching

- When going back to town using a portal with a torch lit, going back to the dungeon will change your torch sound to the breathing sound of a monster, or some other random sound 
- Add option to invert mouselook
- Make sure trap detection click is general and not cursor-location specific (like combat)
- Goblin dice is too easy to win. Needs more randomization and pattern-detection 
- TAKE ALL from a corpse shouldn't destroy the corpse if your inventory is full
- If you have a full inventory when you collect a quest reward, you get nothing!
- Excess CHA buffing can lead to massive gold hoarding
- Quests should only ever generate for the current map segment, even after teleportation.
- Death screen should have options for "new game" and "continue" 
- Looting a corpse which a monster is standing on can sometimes delete the living monster rather than the corpse!
- Make stairs up/down not so pedantic with clicks 



LOW PRIORITY BUGS
- Broken crates should be able to be removed 
- NPCs should be able to tell you the local difficulty 
- Destructibles can rarely be terrain-locked in dungeons 
- Change inventory backgrounds for different environments
- Slight blur sometimes happening between minimap updates on full UI mode in countryside and towns 
- Ability for players to add their own markers to the map
- Zombie achievements need checking



MEDIUM PRIORITY BUGS
- Citizens should be able to tell you which nearby towns have certain facilities
- Town wall segments STILL missing sometimes..... Grr.... 
- Rare floating terrain glitch is still there...
- Towns still not having doors rarely? Or two doors?
- Curiosity gem still lighting up with non-existent items. Perhaps do full sweep of ENV after clear and generate? 
- Monsters should follow pathfinding in countryside for better chase/combat 
- Allow the player to sell equipped armour
- Countryside loot containers re-setting type and contents in strange manner 
- Update recipe book to show that the ingredient order is important
- Some chests can be empty? 
- Incredibly rare chance of temples and graveyards blocking in the entrance! 
- Magic system unbalanced at higher levels
- Some stores (i.e. magic shop) destroy items purchased if player's inventory is full 
- Min weapon damage can sometimes be higher than Max 
- Monsters rendering incorrectly in dungeons sometimes in shaderless mode (too dark, too light)
- Shadows too intense in mines sometimes in shaderless mode 
- Add individual armour value markers to inventory mannequin 


HIGH PRIORITY BUGS
- Shops still appearing in places that they shouldn't
- Incorrect heavy breathing sound playing in countryside sometimes when near-death (check sound number?)
- Countryside monsters sometimes unable to hit player? Seems to only be when near a town...
- Can shoot through solid objects in dungeons with bow.
- Bow's magical effects are triggered when hitting pillars in dungeons?
- Occasional crash when firing bow at wall in dungeons? Check edge-of-map boundaries, perhaps?
- Countryside monsters can spawn inside solid objects 
- Magical illumination not crossing between floors 
- Monsters still occasionally having no loot on them!
- Add options for colourblind players 
- Maps of Smeg-het don't work correctly in some locations. Even if multiple are used.
- Countryside combat errors!
- Some countryside loot caches won't show up until you've saved and re-loaded
- Teleport spell can sometimes place you inside solid objects, rendering you unable to move!



SIMPLE FIXES (for when Alex feels like developing, but can't be bothered with anything complicated)
- Make equipped gear show up in the first few slots of inventory when sorting
- Ability to sort inventory while selling at a shop
- Character sheet should list current effects/detriments
- Add subtle highlighting to maps to show where you've been 
- Weather from outside a town needs to translate to inside a town 
- Some nearby NPCs have the same name (when creating NPCs, check for duplicates)
- NPCs should "go to bed" at night (except guards)
- Restrict shops to one of each type per town
- Change colour of mana bar if you don't have enough mana to cast your currently equipped spell 
- Make monsters spawn from different directions during sleep, rather than the same one 
- Rejuvenation potions not able to be crafted. 
- Green gem remains lit after spending the night in guard towers
- Change "Rest for 8 hours" to "Rest until healed"  
- Add various "sort by" buttons to inventory instead of one major sort button. Sort by armour, sort by weapon, etc, etc.   
- Add critical hit system to countryside monsters 
- Screenshot button should work in all dialogs 
- When buying potions and torches, show how many you currently have in the shift-hover menu 
- Add looting of crates and whatnot in towns (for the loot-loving characters) 
 


BACKBURNER ITEMS (Things people have requested that I'm thinking about)
- Add rollover descriptions of menu buttons
- Add option to change mini-map opacity 
- Add countryside gryphons in the distant sky
- Put in option to remove giant spiders from the game [EXPANSION]
- Make audio levels adjustable, including full mute mode
- Move options to in-game menu screen
- When picking up weapons or armour, comparative stats and enchantments should be visible 
- Add the ability to split stacks of items into smaller stacks 
- Functionality in Witches Huts to "alter your fate" and customize your stats for a price
- Add ability to hover over towns on the map and see what facilities are in it 
- Add hardcore mode where difficulty is higher and player has to eat
- NPCs will offer food to the chosen one in hardcore mode
- Add classic movement mode with no movement animation
- Add option for on-screen movement buttons in full UI mode
- New bow enchantment "followthrough" wherein the arrow doesn't stop after hitting an enemy
- Add journal system with auto date filling and character name 
- Add "fierce battle" container generation system for particularly nasty fights for greater sense of reward 
- Add optional autosave feature
- "Dungeon leaderboard" for dungeons that have claimed the most lives 
- A mail system of some sort between players?
- Make map markers look different if you claimed that location
- Make shops in towns give you discounts if you've completed quests there (since you're the hero) 
- Mark fully cleared dungeons on your map
- Add ability for player to add their own map markers 



ISSUES FIXED SINCE LAST TEST RELEASE
- No issues fixed since last test release
 


ISSUES FIXED SINCE LAST BETA RELEASE (WHICH WILL BE IN THE NEXT MAJOR UPDATE)
- Show reminder of permadeath mode in-game
- Lower sell price of Blatherbeard's Brew to match tavern prices
- No price for Tears or Food?
- Ankh segments sell for nothing?
- Traps shouldn't spawn too close to stairs
- Megachests can spawn encased in walls
- Add Steam achievements to Goblin Dice
- Blatherbeard's Brew shouldn't stack. It's too helpful :P
- Blatherbeard's Brew should wear off if you sleep it off
- Add confirmation messages to the use of certain items, such as recall medallions
- Adjust dungeon monster level resets
- Remove "floating" monster data on truncated floors
- No loading screen for Recall Medallion use?
- Fix loading screen disappearances/anomalies
- Correct advanced lighting setup for drastic load-time reductions
- Add tombs 
- Speed up Steam intro screen
- Add tomb door sounds 
- Correct textures in tombs
- Correctly render outdoor skies in Shaderless mode
- Correctly display all models in Tombs 
- New tomb traps!
- Town skyboxes not working in shaderless
- Major loading speed optimizations
- Skeleton statues should just cast poison. Drain effect can be added during magic re-write
- Remember last used player name
- Potential crash in countryside when hitting F1 to switch UI modes
- Stairs message pops up every time you attack a monster standing on a stair tile
- Disable online functionality if game fails online connectivity check 
- Can't attack containers in tombs? 
- Don't let monsters spawn in the countryside if you're in a town segment.
- Add some kind of "score" system to the permadeath report
- Cap stat percentages to maintain balance thresholds 
- Loading screen anomalies when entering towns in shaded mode
- Combat anomalies when fighting a monster who is on a stair tile 
- Hitting the claim key repeatedly can lead to a crash? 
- CTD when entering some towns 
- Death reports need a score system 
- Fireball spell given by Al-aeks doesn't match level-appropriate spell given in shops
- Shouldn't be able to sleep near towns, farms and towers 
- Stair/monster combat anomalies