Testing for 1.5 hours OpenDungeons-git20160306-Win32-MSVS2013...
Works flawlessly. Logs generated, all ok.
FINALLY AN EASY AI!!! (I still, couldn't beat it...)
Problems/bugs/ideas:
1. "Stonekeep siege" map is ... strange...
1.1. No portal to spawn my creatures?! Well... it's there in the map editor, but invisible.
1.1.1. If I dig to it (knowing from the map editor where it is), it becomes active and starts spawning creatures as usual after claiming tiles near (under?) it)
1.1.2. I made claimed tiles under it in the editor (for red player), saved the map, but still it's invisible. And tiles are just unclaimed 0% filled dirt.
1.2. The map is huge... I got lost and couldn't find my temple for ~30 seconds... Maybe some kind of 'home' key would help? Or an overall area map? Or... just not make maps so large
1.2.1. When I tilt the screen 'too much' FPS falls down to a few frames per second making it “hard” to revert.
1.2.2. The hand cursor significantly lags behind OS cursor in windowed mode...
2. It seems that if a gold pile lays on the claimed floor tile, I make a 'dormitory' room there and a creature makes a bed nearby, the gold pile disappears.
3. (
Critical) After rotating the view by mouse middle button at angle ~0 deg (i.e. top-down view) the controls WASD become inverted. (maybe the angle becomes “-0.000001” or something?).
3.1. A little confusing that middle click both gives info about the creatures and rotates the camera. I.e. when I try to rotate the camera, I often bring up creature info.
4. After digging up the 'player possessed' wall the floor tile is automatically possessed. It's good, just a note, because it wasn't so earlier.
5. A little bit confusing is the fact, that there are different buttons for 'demolish room' and 'demolish trap' which look exactly the same, but are in different menu tabs.
5.1. (
Critical) Accidentally eliminated my own temple by 'demolish room' - I just wanted to move treasury elsewhere. Instantly lost the game. That was fun!
But still... portal and temple shouldn't be eliminatable that way.
6. I still slap my creatures after placing them (if they are many, the first one becomes “fine” and can be slapped);
7. In training hall (and Library, plus maybe, all others central active spots) creatures stand too close to targets that they clip into them. As far as I remember, it was better in previous versions.
8. Looks like anisotropic smoothing is off... Not good for floor tiles at high zoom.
9. It'd be a good idea to be possible to switch off the box-cursor for video recording, looks ugly at close. Or automatically switch it off in case zoom is high.
10. No pause even for single-player...
P.S. I always wanted to ask... what do those green flashy thingy with running man mean?
Something like level-up? And pink hearts I saw once in a training hall? Health up? How different it than level-up then?